Tuesday, 1 February 2022

Manifold Garden: Inflamed Dragon

Let's have a look at Manifold Garden, a mindbending indie puzzle game from 2019. Two years and a million years ago.

Manifold Garden was developed for iOS and the PC, then subsequently ported to all the other popular platforms - PlayStation, XBox, Nintendo Switch - but not stupid sucky Android. I remember seeing screenshots of it at the time but I ignored it, because it was 2019 and life was sweet.

Like most people in those pre-pandemic days I spent the whole year eating squirty cream and having naked baths with attractive women while flying first-class around the world. That was life before the pandemic.

But all good things come to an end, and I have time to kill, and Manifold Garden is out on budget, so let's see what it's like. As of 2021 the game is still widely available for all of the aforementioned platforms, plus the PlayStation 5. I played it on my PC.

Is it any good? Yes, although I felt that if it had gone on any longer it would have worn out its welcome.

What's it like? It's essentially an abstract puzzle game. Unlike Far: Lone Sails or The Talos Principle or The Witness it doesn't have a theme and it doesn't attempt to tell a story. There are no characters, no storyline, no dialogue. I was surprised to see mention of a localisation team in the credits, because apart from the interface text there are no words or story nodes or anything like that. Instead it has masses of architecture. One hundred per cent Albert Speer, zero per cent Beatrix Potter.

You're a blank empty camera that moves around a 3D world. You have the power to pick up cubes and press buttons, but not much else. You can't jump, for example. You can fall arbitrarily long distances, and you have a certain amount of control in the air, but you can't fly. You have no special powers, no inventory, nothing like that.

Tell a lie. You have one special power. You can change the direction of gravity. By moving up to a surface and clicking on it you can make that surface the floor, at which point the entire world spins around and suddenly the floor you were standing on a moment ago is a wall. You can do this while falling, and with a bit of practice you can scurry around the world like a spider.

Some objects are affected by gravity, such as the white ball in the screenshot above. In that puzzle I had to guide the ball through a series of tunnels by altering gravity whenever the ball reached a junction.


Other puzzles involve manipulating boxes that are only affected by gravity in one direction. In the screenshots above the red boxes are being pulled down to the floor, but the white boxes are fixed in place until I twist the room upside down. Thus I can use the white boxes as stepping-stones or anchors.



There are other mechanics. Some levels have streams of water that can be used as makeshift bridges if the gravity is pointing in the right direction. The streams can also be diverted by boxes in order to power a water wheel, or grow a tree that produces new boxes. The game generally does a good job of explaining all of this non-verbally, although I only stumbled on the water diversion by accident. Perhaps in a future revision the developers could start by having a box already diverting water, instead of relying on the player to find it out by trial and error.



Later on there are huge Tetris bricks that have to be manipulated into place by turning the world around. Thankfully they can't crush you. In fact you can't die. The levels wrap around, and sometimes the most effective way to get from one place to another is to drop off the edge of one building and sail down to land on another. Although it's alarming to watch, falling great heights doesn't hurt.



The game takes place in a series of colour-themed levels, each of which involves solving puzzles so that you can activate a laser, a la The Witness. At that point the colours become inverted and you have to slot a scary cube into a wobbly tree - without your gravity-bending powers - and then a new world appears. There about about four or five worlds, and according to Steam I finished the game in 7.7 hours. But that includes a lot of time taking screenshots and using the photo mode. The photo mode reminded me a bit of the old arcade game I Robot.


Garden also reminded me a couple of other games from the 1980s. At the top-left of the montage above there's Knot in 3D, a clone of Snake that came out in 1983. It used Dungeon Master-style 90-degree flip-screen 3D rather than proper polygons, but it was still an impressive technical feat for the period. It was written by a chap called Malcolm Evans, an early pioneer of 3D games. He also wrote 3D Monster Maze for the ZX81.

Also pictured is (clockwise) Mercenary, which has some of Garden's sense of scale, and I Of the Mask, which didn't remind me very much of Manifold Garden but I can't have just three pictures, can I? I can't have three pictures. The montage wouldn't be square if I had three pictures. I could have put The Sentinel but its geometry was relatively normal.




Manifold Garden's big thing is the visuals, which are striking. Each new section is carefully designed in such a way that you burst through a portal into a giant wide open space. It would be horrifying in VR. It's not quite as big as it seems in screenshots, because the levels wrap around, and it's often surprisingly conservative, in the sense that the really mindbending gravity-reversal puzzles take place indoors, with the outdoors sections usually having a definite "up" and "down".

Gameplay-wise I felt as if the game was pulling its punches. Quite often the puzzles looked nasty at first, but after moving blocks around randomly I stumbled on the solution by accident. One section involves diverting water into some portals that defy the laws of space, but although the resulting pathway looks bizarre - you even get an achivement for completing it - the actual solution is a simple W-shaped back-and-forth path.




I mention this because the interplay of Tetris bricks, interdimensional portals, giant spaces, gravity-defying waterfalls and intricately-designed structures could have made for some incredibly aggravating, hatefully overcomplicated sequence-perfect Kaizo Mario-style puzzles, but on the whole the gameplay is surprisingly mellow. There are no timed puzzles, for example. The final segment was irritating but only because it involved a lot of climbing. Beyond that I breezed through it. Perhaps it's because I've grown up playing 3D games, so I can think in 3D. I mean, the world is 3D, isn't it?

It's akin to Gris in a way, e.g. not a pushover, but in practice the developers expected you to finish it rather than give up in frustration.




Bad stuff? Nothing really bad, but I was disappointed to find that the environments are almost entirely sterile. You're free to climb on everything, but there's no reward for exploration beyond that necessary to finish the level. There are no hidden computer terminals, no easter eggs, no sidequests, no Dopefish graffiti etc. A couple of times - literally twice - I found a mysterious door, but I think they were just development leftovers.

Younger people might be upset by the way that the game associates darkness with mystery and fear and whiteness with positivity. Along similar lines the vaguely transcendental ending is accompanied by stuffy old European-style classical music, which is one step away from supporting slavery. Worst of all, when you use a colour-changing beam to change the colour of a box its interior retains its original colour, which is shockingly transphobic. I have already flagged the game as offensive and deleted it from my computer and I will be sending death threats to the development team via Twitter forthwith.


If however you're prepared to overlook all of that - you racist - Manifold Garden is an ace visual feast with quite a nice puzzle game attached. At a launch price of £20 or so it was just slightly slightly tiny tiny slightly slightly tiny a tiny bit a tiny bit a slightly tiny bit slightly too much but at £10 it's a steal.

Manifold Garden is the brainchild of a chap called William Chyr, a sculptor. As with Gris the game is a one-off - Manifold Garden is Chyr's first and so far only video game. Will there ever be a sequel? I have no idea. The game exhausts its palette of puzzles but on the other hand the engine - the game world - is intriguing, and it would be interesting to see if it could support a more conventional adventure, with Talos Principle-style physical puzzles or even something along the lines of the old Infocom text adventures, but in 3D. While falling through the air it struck me that the engine could also be used to make a racing game along the lines of Wipeout, or a moving-through-the-air game like Rez.

Did Rez have air? I'm going to find out.