In this blog post we've been given a choice between Kairo or Memory of a Broken Dimension to talk about in relation to its abstract design. I decided to go with Kairo instead since the other confuses me at times.
Visually Kairo is pretty simple. As in it is not graphically appealing by today's standards. However that is not really the strongest aspects of the game. Rather its surreal minimalist representations makes it up for it. There is a sense of mysteriousness behind its world that it seems to have executed pretty well due to its atmospheric themes that conveys some symbolism to the player.
The abstraction serves its own purpose in regards to the puzzle's design which for the most part were decently put together. Its simplicity takes advantage of its minimalism as well as the basic contrast that gave the object of interest more readability making certain puzzle mechanics easier to understand although it still vague in its hints on some areas still requiring patience and careful awareness of their surroundings in order to get it. This trial and error aspect of the game encourages the sense of exploration.
Both Kairo and MoaBD abstract presentation of the world can be described as fragmented featuring floating platforms in a unknown space. Though how it handles this presentation seems to differs. In Kairo, it uses its dynamic moving shapes and strange geometric structures to sell its otherworldly scenery. The architectural appearances of its levels are very voxel-like almost as similar to the graphical styles of Minecraft. However its worth mentioning that some of these architecture tries to form a semblance of structures or things familiar to us. In fact for the most part part the wide hallways in the game does look like an attempt on making a abstract version of a ancient Egyptian temple interior.
Unlike MoaDB however, the environmental narrative in this game is somewhat vague or lacking. The throne does help establishes the player character's background but other moments felt kinda disjointed and doesn't exactly communicate well about the purpose of your actions. As if the game is possibly hinting the player character is going through this journey in the afterlife or dreaming while in a trance-like state.
Given by its minimalism, there's not really much to tell about Kairo. There is definitely some appeal to its abstract aesthetic and the puzzle elements. Its presentation does leaves a lot of questions but I guess its just part of its mystique. I don't see it as a bad game. Its a fairly decent puzzle game that by the looks of it is meant to be played with an open mind. At least it makes some interesting open interpretations in conversations much like so with abstract art itself.
Visually Kairo is pretty simple. As in it is not graphically appealing by today's standards. However that is not really the strongest aspects of the game. Rather its surreal minimalist representations makes it up for it. There is a sense of mysteriousness behind its world that it seems to have executed pretty well due to its atmospheric themes that conveys some symbolism to the player.
The abstraction serves its own purpose in regards to the puzzle's design which for the most part were decently put together. Its simplicity takes advantage of its minimalism as well as the basic contrast that gave the object of interest more readability making certain puzzle mechanics easier to understand although it still vague in its hints on some areas still requiring patience and careful awareness of their surroundings in order to get it. This trial and error aspect of the game encourages the sense of exploration.
Both Kairo and MoaBD abstract presentation of the world can be described as fragmented featuring floating platforms in a unknown space. Though how it handles this presentation seems to differs. In Kairo, it uses its dynamic moving shapes and strange geometric structures to sell its otherworldly scenery. The architectural appearances of its levels are very voxel-like almost as similar to the graphical styles of Minecraft. However its worth mentioning that some of these architecture tries to form a semblance of structures or things familiar to us. In fact for the most part part the wide hallways in the game does look like an attempt on making a abstract version of a ancient Egyptian temple interior.
Unlike MoaDB however, the environmental narrative in this game is somewhat vague or lacking. The throne does help establishes the player character's background but other moments felt kinda disjointed and doesn't exactly communicate well about the purpose of your actions. As if the game is possibly hinting the player character is going through this journey in the afterlife or dreaming while in a trance-like state.
Given by its minimalism, there's not really much to tell about Kairo. There is definitely some appeal to its abstract aesthetic and the puzzle elements. Its presentation does leaves a lot of questions but I guess its just part of its mystique. I don't see it as a bad game. Its a fairly decent puzzle game that by the looks of it is meant to be played with an open mind. At least it makes some interesting open interpretations in conversations much like so with abstract art itself.