A beautiful, empty world down to one human and a robot that can create more life.
The pixel aesthetic has shined through in indie games for the better part of a decade – titles like Stardew Valley, Shovel Knight, Celeste, and tons others are fan favorites thanks to their gorgeous presentation accompanying the other elements to make a memorable video game. When all the moving parts are in perfect harmony, it’s a formula for a 10/10 experience. World for Two, the newest offering from developer Seventh Rank, aims for that level with a life-creation game in this style.
The official genre title for World for Two is “life-creation”. If you have experience with titles like Monster Rancher, Spore, and other titles where life/death is at the forefront, you’ll have a vague idea of what’s going on here. Your task is to create new organisms, thanks to the DNA/genealogy of previous organisms. With death, comes life; you will harvest the DNA from your creations, and after three DNA pulls, they disappear. Once you create a new organism, you can experiment with DNA/gene combinations to keep discovering more and more new organisms. An area of opportunity here is showing what the outcome is after an attempt, as some combinations yield nothing – it’s guesswork unless you really want to personally note every combination. There was one moment where I tried four different combinations and got nothing out of it, only creating frustration for me.
Another big pain point is the fact that you have a lot of waiting around to do in the early game – to create more genes, you’ll need an item that spawns from the blue flame outside the lab. This item has a spawn rate of one every 30 or so seconds, and upgrades to the machines in the lab require 10 of the same currency you utilize for the genes. As such, World for Two basically becomes an idle game – except you have to be tabbed in for the items to come about. With what little time I have to game, this really hurt my view of the game and I wish there was some way to expedite the tedious process, as I could have spent that time finding new combinations.
Worthy of note in World for Two is its prime background music. The stellar compositions are the only sound you’ll hear – there’s absolutely no audio in the game otherwise, whether it be speech, item activation, or anything else, so the music carries the weight of the auditory presentation. Coupled with the visuals, its presentation is nailed and will definitely be what hooks in gamers that are easily swayed by the familiar campy aesthetic.
As you can already see, what steals the show in World for Two is a killer visual experience. Always adorned with a picture-perfect reflection on the bottom of the screen and painstakingly-crafted environments, any moment of the gameplay could be screenshot and used as a wallpaper. Meshed with a silky-smooth 60fps and a day-night shift, this game gets high marks for mastering the hook of pixel-based shots.
There’s not too much exposition given in World for Two – because not much is needed. As far as you can tell as the newly-built android, you’re the errand runner for the last human on Earth, a scientist who has crafted a laboratory perfect for building new life forms. Equipped with a Gene Printer, an Item Printer, and an Incubator, you have the tools for the task, but the ingredients are a different story. You can gather bits and pieces of what may have happened as you traverse each of the four areas which unlock after upgrades. For a title with its plot established within the first few minutes, there’s not much suspense to build after the fact.
So, why should you play it?
- Unbelievable pixel visuals that will stun even weathered fans of the aesthetic.
- A novel concept that a lot of people haven’t experienced.
- Great for fans of experimentation and a stress-free game.
But why shouldn’t you play it?
- Inevitability of waiting around to progress.
- Repetitive nature.
- Likelihood of making the same mistakes in creation with no guidance.
A press copy of World for Two was provided courtesy of the publisher.