Both seriously individual and broadly relatable, Night in the Woods doesn’t simply recount a story- – it nimbly catches complex, regularly obnoxious sentiments and encounters. From the peaceful despairing of doing nothing on a blustery day to the passionate vacuum of serious sorrow, we felt deeply, at times too deeply, while meandering through the toon creature form of a little Midwestern town. Its clever written work and character advancement keep its devastating existential subjects grounded, making Night in the Woods a standout amongst the most suggestive games we’ve come across in quite a while.
Night in the Woods takes after 20-year-old Mae Borowski- – who happens to be a cat – after she drops out of school in the start of fall and comes back to her main residence of Possum Springs. She’s an angsty troublemaker with somewhat of a rap sheet and a sharp tongue, and you spend her initial couple of days kicking around town and making up for lost time with individuals, including her secondary school companions Bea and Gregg. A couple of individuals suggest something dreadful Mae did previously, while others discuss a child from her secondary school who has disappeared.
You’ll invest a large portion of your energy investigating Possum Springs through light platforming and discretionary cooperations with a similar couple of individuals you need to converse with, separated by happy, straightforward smaller than normal games. For a large portion of the game, you take things step by step, and that moderate dribble of data supports the improvement of Mae and her companions. This structure feels slow without being purposeless, and there’s continually something new to find out about a neighbor or a dry comment from Mae. It’s downplayed worldbuilding that improves the efficiency of the principle story- – particularly through a superior association with Mae, her companions, and Possum Springs in general.
The shocking truth is that finicky controls, and even a few scenes that felt constrained, every so often interferes with Night in the Woods. Here and there it’s pointlessly difficult to complete an action on account of ineffectively set stages, and as a rule, having a hard goal is inconsistent with a game that is generally not so much gamified.
From start to finish, Night in the Woods is open to the individual interpretation. How you identify with it relies upon your own encounters and decisions, including Mae’s discourse and who you choose to invest energy with. In spite of the fact that its beguiling and angsty story functions admirably without anyone else merits, it’s exceptional in light of how it organizes passing on feelings through storytelling.