Don’t Starve is a triumph
of both aesthetics and gameplay. All of the aspects in the game are perfectly
tuned for its theme of survival, and its style is undoubtedly influenced by Tim
Burton and goth-chic. Overall, it’s an experience that can swallow you up for
hours, that pulls you in with its style and keeps you there with the gameplay.
At
first, my experience with Don’t Starve was a rather mixed bag. Similar to
Minecraft and other ‘survival’ indie games, one of the game’s primary elements
is that there is no direction at first. You are literally placed on an island
and told ‘Don’t Starve’. At first, the gameplay is an exercise in uncomfortable
experimentation, gathering things you’re not sure if you need.
Another
reason my first experience with Don’t Starve was rather mixed is because of the
style. From the get-go, the game is clearly made to appeal to those who love
Tim Burton and all things goth-chic. The creepy-cartoony style is certainly
unique, but for some people this could be a turn off. I myself was unsure how
to feel about the style, feeling that cartoony-creepy has been overdone for
many of the wrong reasons as of late. However, as my hours with the game stacked
up, I ended up loving the game for its stand-out themes and aesthetics. The
graphics do grow on you and eventually I started to love the game’s
hand-crafted, animated feel.
Thanks
to the aforementioned initial confusion, when you first start playing the game
you will probably die a lot. However, each death in the game feels meaningful,
not least thanks to the XP system which awards points on each death, points
that reward you with new characters to play and experiment with. With each death, you can change the game, you
are making progress. You definitely feel a process of learning and growth
coming along. Thanks to an in-game Morgue, you can see the reasons for your
death and how long you lasted, giving you a sense of progress. Some credit
should also be offered to the game’s procedural generation, which creates a
different island each time for you to play in, which allows for every
playthrough of the game to feel new in some way or form. Thanks to the clever
use of procedural generation, this game never quite feels stale. It always
feels like it could offer something new.
Success
in Don’t Starve is determined by experimentation and study. Playing this game
is useful with a wiki, to try and understand the ins and outs of the game’s
systems, which are surprisingly deep for a game that looks like this. Thanks to
the systems, the game feels like it could be mastered, it feels like you can
find a better way to survive. However, a tutorial or two, with maybe some quick
tips may not have gone amiss, but on the other hand, it can be argued that this
goes against the very style of the game.
One
of the main positives of this game is the value proposition. Given the right
attitude, you could sink hundreds of hours into this game and still find
enjoyment. My fiancé plays this game religiously, having herself spent over 200
hours in this game. Thanks to procedural generation, the game doesn’t ever feel
old and if you get bored of a world you can easily generate a more interesting
one in a matter of seconds.
The
game’s style also wins you over in this respect. The graphics are painstakingly
well-done to appear hand-crafted and it’s clear that the art style was a labour
of love, making the worlds of Don’t Starve a place you want to be.
Gameplay
wise, the controls work fine. There is gamepad support, but I prefer keyboard
and mouse. Sometimes there can be a few issues, such as when you’re trying to
perform an action on a specific object that is obscured by other objects in the
game mode, which can lead to a frustrating experience. Still, the controls are
solid and work well overall, with no real complaints.
In
terms of sound design, the game shows even more commitment to the Tim Burton
aesthetic. Some of Don’t Starve’s style really shows through strongly here;
each character is given a different ‘theme instrument’, that plays when they
talk in game; text shows up showing what the character is saying, and an
instrument plays to give the impression of their voice. The first character,
Wilson, is ‘voiced’ by a trumpet, Wolfgang, a strongman character, is ‘voiced’
by a tuba. This works to give interesting personality to the characters without
even needing voice work, which was a stroke of stylistic genius on the part of
the developer. The music is good and fits in well with the style and the
ambient noises are wonderful. At night, you really do feel the terror of
unspeakable horrors hiding in the dark thanks to genuinely spooky ambient
noises, and the sound effects all work perfectly in the context of the game. Sometimes,
the sound design can frustratingly throw you a curveball, however, many times
I’ve mistaken an ally in the game for a terrifying enemy thanks to him making a
sudden unexplained sound, but this adds to the paranoid and phobic essence of
the game; making you distrust your senses.
One
negative to the game is that when you’re playing mid-to-late game, things can
take a turn for the boring. You can get trapped in a rhythm of doing the same
things to keep yourself from starving and you can really feel like you’ve hit a
routine that’s gotten boring. The game world stops surprising you and you just
hit a kind of purgatory at this moment. However, this is addressed by the fact
that you can always regenerate a new, and more interesting world in seconds
thanks to the game’s clever procedural generation, at the cost of starting anew
without late-game items. Furthermore, there is a certain joy and contentment to
be found in having felt like you’ve ‘mastered’ your world, and you certainly
feel the achievements that you get in the game.
Another
negative is that Don’t Starve is punishingly difficult, sometimes to the point
it can cause a definite rage in even the calmest of gamers. There is a lot of
frustration in some of the deaths which can feel quite cheap and sudden, and
the fact that the game is permadeath, you lose everything including your world
and items whenever you die, only makes it more rage inducing on occasion. This
is all central to the game’s design, yes, and you can certainly see the
attraction that such difficulty has for the theme, but its frustration factor
definitely is one of the harder pills to swallow.
One
of the biggest positives to this game is that it runs really well. I have a
fairly poor laptop for gaming and it runs no problem. There is usually no struggle
with performance issues in this game. It loads fairly quickly, runs smoothly
and there are no complaints to be had. It’s not an intensive game by any means
but the gameplay rewards you can reap make it far, far more than worth its
feather-light weight in terms of performance.
There
is no argument that if you can enjoy the love-it-or-hate-it Tim Burton style
and can get past the occasional frustration, when you buy Don’t Starve, you are
buying a game you will be coming back to for hours. The game is a veritable
triumph of style and of gameplay, where the different aspects of the game just
work well.
I would recommend this game for those wanting a fun survival game experience, and for those who enjoy the Tim Burton art style. If you are like me and don't have a next-gen computing machine, a game like this makes for a lot of fun that's easy on your computer as well!
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