The Swapper Should Have Swapped In Its Metroidvania Roots
https://basementmtl.blogspot.com/2015/02/the-swapper-should-have-swapped-in-its.html
The Swapper is an
atmospheric indie puzzler infused with Metroidvania-like level design, and a
damn nearly flawless game. Its music is ponderous, its clay art assets make for
a strange beauty, and its aforementioned puzzles are often wonderfully complex.
Credit where credit is due, and all that. Too bad the game is essentially just
a puzzler, and nothing else. Had there been another layer to the game—maybe a
more organic marriage between the game’s world and its puzzles—then I would
likely be all over The Swapper. As-is, I’ve relegated its many successes to a
side note in the annals of my collective gaming experience.
Imagine my dismay at coming to a point, maybe 3 hours
or so into The Swapper, where I no longer admired the absolutely fantastic
graphical style, or the often contemplative soundtrack. At this point, my
previously rational desire to complete the game had given way to no longer being
able to see past how The Swapper is essentially just a puzzler. By this, I mean
that nothing exists outside of its segmented puzzles. Sure, beyond these
discrete rooms lies an illusion of something else surrounding these segments;
something that teases at being an organic world teeming with opportunity to use
the environment as a puzzle. But once its illusion is made clear, much of the
game’s qualities seem to disappear with it.
Unlike Super Metroid, the
pioneer of the “Metroidvania
game”, there are no new upgrades to be collected in The Swapper. Instead, you
are gifted simply with the ability to clone yourself up to four times, with
these clones behaving exactly as you do. Jump and they jump, move left and they
move left, etc. You are also able to swap between these clones, with certain
areas of many of the game’s puzzles limiting your abilities. All of these
elements play out nicely, often layering well in complexity as you spend time
with the game.
Again, unlike Super Metroid and its Metroidvania kin,
The Swapper’s game world is all but useless. It simply serves as window
dressing, providing the player with the opportunity to marvel at it, without
needing to interact with it meaningfully. Because of the lack of upgrades, there
is no backtracking in the game, and therefore no secrets hidden in the game’s
world. You simply reach a new area of a
derelict ship, read about the game’s telepathic rocks, wonder about none of it,
and then proceed to complete whatever puzzles you have access to.
Part of The Swapper’s repetition is mitigated by its
ability to instil a philosophical questioning of what happens to the clones once
your consciousness swaps from them, and once they meet untimely deaths needed when
completing the game’s puzzles. I guess that’s neat. And I guess that I was sort
of curious to learn more about the game’s story, which focuses on the
aforementioned telepathic stones being able to seep into human beings’ dreams.
But often my curiosity was snubbed by yet another puzzle, or yet another
sequence where I would move through the game’s quiet and lifeless world in
search of a puzzle to solve.