[01] Manifold Garden  - The Surreal Gravity Geometric Shape Puzzle Game - Gameplay Walkthrough (PC)

[01] Manifold Garden - The Surreal Gravity Geometric Shape Puzzle Game - Gameplay Walkthrough (PC)

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Published on ● Video Link: https://www.youtube.com/watch?v=o8UtnwNzC24



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Category:
Let's Play
Duration: 1:42:41
188 views
12


Hello everyone, and welcome to my playthrough of Manifold Garden! I saw the trailer for this game and knew immediately I wanted to play it. It's a 1st person puzzle game that utilizes gravity manipulation and surreal, abstract geometric shapes to paint a beautiful but mysterious world. Seems to have influences from The Witness and Portal, so y'all know it's right up my alley. Thanks for watching!

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Buy Manifold Garden on Switch: https://www.nintendo.com/games/detail/manifold-garden-switch

Buy Manifold Garden on PSN: https://store.playstation.com/en-us/product/UP0692-CUSA03091_00-MANIGARDENDELUXE

Buy Manifold Garden on Xbox: https://www.microsoft.com/en-us/p/manifold-garden/9pb9hn36h4f0

Buy Manifold Garden on Epic Games Store: https://www.epicgames.com/store/en-US/product/manifold-garden/home

Info from Wikipedia:

Manifold Garden is an indie first-person puzzle video game developed by American artist William Chyr. It was released on Windows, macOS, and iOS on October 18, 2019. The player must navigate an abstract series of structures that appear to repeat into infinity, while solving a progression of puzzles. A PlayStation 4, Nintendo Switch and Xbox One port was released on August 18, 2020.

The game takes place in a "universe with a different set of physical laws" where the player can manipulate gravity, being able to "turn walls into floors". The player must solve puzzles using the world's geometry in addition to devices within the architecture of the world. To aid the player, the world's tone takes on one of six colors depending on which direction they have manipulated gravity. Several facets of the game's world may only be interacted with when the gravity is oriented directly, with these objects sharing one of the six colors.

The game's worlds frequently appear to repeat into infinity into all directions. Because of this, many puzzles revolve around falling off a ledge from a lower part of a structure to land back on the top of the next version of that structure below. Later puzzles will involve growing trees and natural elements to bring life back to the "sterile" world.

Creator William Chyr had a passion for large-scale artwork and was previously known for massive balloon sculptures. Seeking to change his work with sculptures, and finding other mediums cost-prohibitive, he decided to move to a video game with no space limitations. Work on the game started in November 2012.

The game was originally known as Relativity, after the M.C. Escher print Relativity upon which it was based, before it was re-revealed as Manifold Garden. Chyr observed that some have called the game taking place in non-Euclidean geometry, but he asserts Manifold Garden uses "impossible geometry" in Euclidean space, employing a method of world wrapping in three-dimensional space to make the world appear infinite. This often required rendering more than 500 times the typical geometries that a 3D game engine would provide. The game engine still supports the use and rendering of non-Euclidean portals, with the player able to see through a portal into a different level, and with possible recursion if other portals are in view. Chyr attributes the capabilities of the engine to their graphics programmer Arthur Brussee.

A core part of Chyr's design for the game was to leave it absent of any explicit instructions, using an initial puzzle that required the player, in order to activate a button across a chasm, to jump into the chasm and land on the other side as a result of falling through the game's repeating geometries. His team early on had discovered that playtesters would often become confused in walking around the various levels, combined with the shifting changes in gravity. To help, they designed each outdoor level to appear unique so that players could immediately recognize the setting, and strategic use of windows and other visibility features so that players could have a sense of a reference point with respect to gravity. Chyr had used about 2000 hours of professional playtesting through the game's development to make sure players could navigate the game world and solve the puzzles.




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