![]() ![]() ![]() Unbeknownst to me, Iris Fall initially came out in late 2018 on PC, so this game wasn't exactly new, but I decided to continue holding out for the console port that one would hope would be a bit more enhanced, polished, and optimized for those platforms. Iris Fall oozed elements of this with even more of an Alice in Wonderland aesthetic, and quickly became my next big puzzle game to look forward to. It engrossed me and took me through a fantastic narrative about a girl and her imaginary friend that could go in-between a 3D and 2D plane shadow world across any surface with sufficient light cast upon it. Contrast was one of the games given out as a launch title through PlayStation Plus and also available on other platforms, and I remember downloading it on PC and not being able to put it down, beating it in one sitting as time flew by me without a care in the world. Leading up to Iris Fall's release, I kept thinking of a game that kicked off last generation (PS4/Xbox One) for me and quickly became one of my favorite games arguably of all time: Contrast. However throughout my surprisingly short time with it as the game itself isn't particularly long, I was left with a disappointing shallow experience that felt more like a concept with immense potential than anything worthwhile in its bigger picture. A big standout for puzzle titles also is that they can go a step beyond and give a stunning visual style to help represent and complement the puzzles and narrative further - which all the aforementioned games have in addition to those such as Monument Valley and Antichamber - and Iris Fall easily caught my attention right away when it was announced as coming to Switch thanks to its striking visuals. The nature of these games can always vary from title to title, as some puzzles suffer from being nonsensical, making only sense to the developers themselves that thought they were being clever but were just unintuitive and focused on the conclusion rather than the thought process behind a puzzle, but most other times in games like The Room, The Witness, Agent A, and more recent titles like Superliminal, Carto, and Manifold Garden, you're left with a profound experience where you feel like you've walked away with something by the end of it, having the puzzles stick with you making you think not only to solve them, but *about* them well after you've completed the game. ![]() Puzzle games have always had a special place in my heart not only because of their puzzles, but because of how some games convey the significance of each, cleverly weaving them into a world and story that's told through the problem-solving of its gameplay. ![]()
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