L
airoftheClockworkGodis a gameoftwohalves.
There’sBen,a die-hardadventuregameprotagonist
whorefusestodoanythingwithoutfirstlookingatit
andattemptingtotalktoit. There’salsoDan,a wannabeindie
platformerwhoexploreshisemotionsviathemediumof
jumping.Thegamesmartlyreconcilesthesetwodiametrically
opposedgaminggenres,whilethrowingin enoughjokesto
givea hyenahiccups.
ClockworkGodseesitstwinprotagonistsBenandDan
returningfroma jungleexpeditiontofinda flowerthatcures
cancer,onlytodiscoverthatLondonhasbeenravagedbyevery
singleapocalypsehappeningatonce.Tosavethecityand
the planet, they need to activate Earth’s automated defence
systems by teaching its AI algorithm how to emote like a human
being. This is achieved by entering a series of VR experiences
designed to amplify specific feelings such as joy, fear and anger.
The premise is strongly influenced by the LucasArts canon,
and Clockwork God carries it off with amusing aplomb. One
sequence – Joy – sees Dan gallivanting around a Sonic the
Hedgehog knockoff that’s also a brand tie-in for a local brewery.
Meanwhile, Ben ends up stuck in an afterlife for platform game
characters (because he refuses to jump), and is stuck in line
with a pound-shop Mario and a character whose special ability
is absorbing things into his watery body. ‘How did you die?’ Ben
asks. ‘Absorbed a sponge,’ replies the character.
It’sgenuinelyfunnyandwilfullydaft,butthere’sa thick layer
ofmechanicalingenuityunderneathit too.Bothcharacters have
entirelyseparatecontrolschemes.Benmovesandinteracts
withthegameworldviatraditionalverb-basedadventure
gamecontrols(LookAt,TalkToandsoon).Dan,meanwhile, is
a regularrun-and-jumpplatformingfellow.
Transitioningbetweenthetwois smoothandseamless, and
bothcharactersoftenhavetoworktogethertosolve puzzles.
Dan’splatformingupgrades,forexample,havetobe created
usingBen’sinventoryitems,whichin turnletDanperform
abilitiessuchascarryingBenonhisback.Theonlyreal issue is
thatit’sa betteradventuregamethana platformer.The latter
element is fine, but rather rote, and lacks a little spit and polish
on certain platforming sequences.
Dan and Ben are also exaggerated versions of the game’s
own developers, and the whole experience is about the
struggle to maintain relevance in the game industry as you
get older. One sequence sees Dan and Ben desperately trying
to get into a nightclub, where they then feel enormously
uncomfortable, another scene sees an action sequence skid
to a halt because Dan has an urgent hospital appointment.
It’s these little touches, alongside the humour and clever
mechanics, that makes Lair of the Clockwork God more than
your average adventure.
RICK LANE
/VERDICT
Clockwork God
cleverly fuses two
tired genres
together, resulting
in an adventure
tosavour.
OVERALL SCORE
87 %
CLOCKWORK
GOD
+^ Funny
+^ Clever
+^ Surprisingly
touching
CLOCKWORK
DOG
-^ Platforming is the
lesser of the
game’s two halves
LairoftheClockwork God / £15.49 inc VAT
DEVELOPER Size Five Games / PUBLISHER Size Five Games
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