
It's such a pleasant way of handling the idea of replaying. What the game actually does is after your first playthrough you land back on the island, add the story of your completed voyage to your own bookshelf, and can loop back around, heading back out to sea immediately if you fancy. While I was waiting for it to come out I had a demo build which I played more than a handful of times and, even though the section on land at the start is delightful, I soon tired of needing to do the same thing again and again to get to the sea part and wondered if that would trouble the main game in terms of replaying and finding more adventures. Okay, so something which I really like about this game is that it loops endlessly if you want it to. I'm also not sure if the following counts as a spoiler so maybe stop reading now if you want to go in without knowing too much. Again, I'm struggling to express this without a concrete example because the game is so little picking particular examples can feel like a major spoiler! I've also hassled tiny puffins, prodded at campfires and waggled the books on a bookshelf.īut some of the interactions themselves seek to augment the action with changes of animation, switching to a different viewpoint or changing the parameters for your own interaction just enough that they come in line with the spirit of the action. A bakers lets you quish the air out of loaves on a shelf and they gradually re-inflate. In a barn clicking chickens causes them to lay eggs which you can then hatch. They all contribute to the various senses of place and character.īeyond that, when you're encountering a scene or an event there are often little Easter eggs to find. Hopefully this conveys a little of what I'm talking about - the unexpected surprise encounters, the sparse, clean animation style and there's also a really pleasurable use of language appropriate to the tale - womenfolk, maelstrom, mournful. I don't want to spoil what's out there if I don't have to because finding the little adventure snippets is such a big part of the delight the game can evoke, but I will say that I sent this screenshot to Alice immediately: An early encounter suggests that you get back into your boat and set about filling said chart in with what you find. What is game? Burly Men At Sea has you direct the exploits of the Brothers Beard a trio of bearded blokes who have discovered a blank sea chart stuffed in a bottle. With that out of the way, let's go back a bit. As such it works in harmony with the stylised Scandi-loveliness of the artwork which reminds me so much of some of the books on my own (and now my niece's) childhood bookshelf. Each playthrough is brief - maybe 40 minutes if you savour and poke at everything, maybe a fair bit less in subsequent adventures? - but it suits the game's scope, letting you head out and collect a few individual experiences to form an adventure tale of around the length you'd find in a children's storybook. So without faffing around, it's a lovely game.


Can the experience of heading out to sea with the hopes of filling the empty-at-first chart match the strength of the aesthetic? With that in mind, I set sail for adventure! Here's Wot I Think: We talked about Burly Men At Sea's absolutely charming art and animation at length yesterday, but I wanted to make sure we also covered how the game is to play.
