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I invoked the name of Ezio because the second way I experienced Grow Home was in the context of Ubisoft's recent offerings. Instead, it's a game that lets you become familiar with limbs that don't quite work like your own do, and it teaches you to take joy in using tools to augment your natural abilities.
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But Grow Home isn't a game about laughing at atypical bodies. BUD's body never becomes Ezio Auditore's-it always bounces and leans in unpredictable ways. But unlike these games, there comes a point in Grow Home where you attain a sense of control that feels both elegant and exuberant. This is all reminiscent of games like Octodad and Sumotori Dreams, both of which leverage uncontrollable bodies for the sake of humor.
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For such a small game, Grow Home sure knows how to use scale.
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Pro tip: if you crash into anything while floating around with that leaf, you lose hold of it and go into a headfirst dive. You can supplement your control of BUD with some environmental tools: springy plants give you a way to boost BUD's jumping power, while flowers and leaves work as parachutes and hang gliders. Or you might think you've got a firm grip on the cliff face, only to find that you've actually grabbed onto a loose boulder. Maybe you misjudge the amount of momentum BUD will have as he lands on one of the "branches" of the massive stalk, and wind up flinging him thousands of feet down to his demise. This was never frustrating for me, but I can see how it might be for others. You direct BUD around the world with the left analog stick, using the left and right triggers to control his hands, which can grip anything they touch.Īs you try to deal with the quirks of BUD's unpredictable movement, the result, at first, is a sort of comedic flailing. BUD's animation is procedural: instead of having the frames of his movement handcrafted by an animator, the developers programmed a system for BUD's limbs to animate according to the player's input. His bobbing head, wide smile, and eager chirps make him lovable, but it's the way he moves through the world that makes controlling him such a joy. While the environments shine, BUD is the real star attraction. Beauty is everywhere: You can let your sight linger on the butterflies, or you can look upwards, to the towering Star Plant reaching into the upper atmosphere. And then, as the stalk and its branches sprout up through the sky, Grow Home sets that minimalism against overwhelming scale. Through its use of cel-shading, low-polygon models, and subtle environmental animation, Grow Home builds a gorgeous, minimalistic style. Everything hums with bright, colorful life. Grow Home is a strikingly beautiful game, especially in motion.
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Make sure to imagine BUD’s worried chirps for the full effect. It's all very cute (and a little, uh, phallic). The Star Plant sucks out the green glow, and then grows a little bigger. To do this, BUD climbs the giant "Star Plant" stalk, occasionally taking control of its quick-growing branches and driving them head first into the glowing islands in the sky. You explore this world as BUD, a robot on a quest to retrieve seeds for a plant that can re-oxygenate his home world. The game's colorful island, cute creatures, and the planet's ambient sounds are immediately charming. To assess Grow Home in a vacuum is to trip over the compliments that spill forth. I came out with several distinctly different, hard to synthesize impressions. With only this scrap of information, I went into Grow Home not knowing what to think.
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Grow Home, that announcement said, started as an internal experiment, and stars a charming little robot named BUD, who has to wobble and climb his way up a giant beanstalk and across a series of floating islands. Grow Home took me by surprise-not least because it was announced only a few weeks ago.
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