Keeper Review – A Dazzling Eco-Fantasy Born from Imagination

TThe world of the Keeper flows from the screen like a vivid dream painted with psilocybin hues. It’s an intricate land filled with bubblegum blues, soft pinks, and bizarre glowing creatures, where evolution seems to happen in an instant. The stunning visuals evoke the charm of a 1980s fantasy film, complete with lovingly crafted practical effects. Keeper is the newest creation from Double Fine, known for their quirky platformer Psychonauts 2, the Kickstarter sensation Broken Age, and various other unique titles. This action-adventure game highlights the beauty of life’s imperfections, resembling a scene sculpted from papier-mâché instead of polished digital designs.

The main character is even more peculiar—the player embodies a lighthouse, illuminating this enchanting ecological landscape. Long shadows trail behind glowing objects, revealing the outlines of colossal plants and tiny creatures. Light projection serves as your means of interaction with the environment, often causing flora to sprout right before your eyes while some rare inhabitants stay nourished by it. As you explore serene lagoons or sunlit canyons dotted with cacti, you’ll find delight in simply observing, embracing the oddity, and nurturing it into even more extraordinary life.




Solve the mystery…Keeper. Photo: Xbox Game Studios

Your role as a life-giving lighthouse develops when you find a companion—a bird named Twig with a driftwood beak. You assume dual responsibilities, having your feathered friend assist in various tasks (on this distant future Earth, the organic blends with the mechanical, reminiscent of a steampunk Henry David Thoreau). However, these puzzles fall short of matching the visual creativity and don’t resonate with the game’s biological themes; early on, you merely rotate the analog stick to align gears.

Often, puzzles feel like barriers to exploration rather than facilitators. Yet, gradually, Keeper embraces the surreal elements of its world to unveil surprises. At one point, a cotton candy-like substance envelops the lighthouse, rendering it weightless. Instead of stumbling awkwardly, it gracefully leaps, gliding through the air.

Soon, the Keeper taps into an evolutionary rhythm as the lighthouse transforms into a fish-inspired boat. The thrill of swaying and swirling in azure waters is delightful! However, the gameplay takes a darker, more abstract twist, as players become disks of red-hot metal, slicing through tangled underbrush like a primitive Sonic the Hedgehog.




Surreal setting…keeper. Photo: Xbox Game Studios

Marketed as “a story told without words,” Keeper communicates most vividly through its expansive visuals. However, this claim is misleading. Throughout the game, button prompts intermittently appear, instructing players on actions like pressing X to “peck.” This clarity detracts from the world’s intended ambiguity.

A similar issue arises towards the game’s conclusion, albeit from a different perspective. Without revealing too much, players confront the profound and unfathomable essence of existence. How can we engage with such transcendental depth? Unfortunately, some puzzles rely on memorization of shapes, including a kaleidoscopic crystal and a black hole. In essence, Keeper struggles with a limited interactive vocabulary to fully harness the extraordinary imagery crafted with such vivid imagination.

Source: www.theguardian.com

The Keeper: An Eco-Friendly Gaming Experience – Discover More – Lighthouse | PC

Keeper proudly asserts its claim to be the most unusual game ever unveiled by Microsoft. The backdrop is peculiar—a vibrant, fantastical realm resembling New England. The characters are certainly eccentric, including a bird-like creature named Twig, whose beak appears to be liquid. Surprisingly, players assume the role of an animated lighthouse, equipped with tiny, small feet that help it navigate its wobbly, weeping form.

Amidst a sea of action heroes, the lighthouse emerges as an unexpected protagonist. Creative Lead Lee Petty is somewhat vague about the game’s development, preferring to focus on the character’s design, aiming to enhance the overall action-adventure experience. Despite its apparent absurdity, Petty maintains a certain intuition about it. “Light is intimately linked to life,” he explains. “You can envision the player’s actions, puzzles, and mechanisms that stem from it.”




“Life keeps evolving in completely unexpected ways”…The Keeper. Photo: Double Fine

The lighthouse’s illuminating beacons serve as the primary means of interacting with the game’s vibrant island environment. In “Unfocused” mode, leaves and tiny creatures evolve, morphing in response to the light’s beam amid a fantastic landscape. Conversely, in “Focused” mode, the light’s power is intensified, allowing large objects to transform while some materials are attracted or repelled. This forms the foundation for the game’s more intricate puzzles.

The world of Keeper is filled with psychedelic purples and lush greenery. Bioluminescent rock formations, gigantic flower heads with tree-sized tendrils, magnificent whale-like creatures gliding in the sky, and unexpected vegetation flourishing on their backs. This ecological wonder draws inspiration from 1980s fantasy films like “The Dark Crystal” and other similarly “strange” and “imperfect” works.




Gozy, psychedelic purple…keeper. Photo: Double Fine

Real-life experiences have sparked creativity for Petty. During the Covid lockdown, he took solitary walks through the lush hills south of San Francisco, contemplating how life on Earth might evolve without human presence. He engaged with literature and films about mycelium networks, delving into the interconnectedness of ecosystems and their interdependence.

This flood of emotions and real-world reflections melded into what Petty describes as fever dreams. He envisioned “a surreal island, reminiscent of a space populated with humanity, where life evolves in wonderfully unpredictable ways.”

The game’s inception coincided with Petty’s award-winning tenure at Double Fine, the studio behind the whimsical platformer Psychonauts 2 and other unique titles, following its acquisition by Microsoft. The new management embraced his experimental ideas, providing him the freedom and resources to explore his concepts before solidifying them. The Keeper reflects this laid-back creative process, creating an atmosphere reminiscent of a fantastical dream where players can leisurely enjoy the strange beauty surrounding them.

“There’s no rush, and you won’t encounter mission objectives or pop-up notifications with meta rewards,” Petty states. “You’re free to inhabit the space.”

However, an ironic twist may cast a shadow over this whimsical journey. The vibrant life within Keeper has financial backing from Microsoft, whose cloud-storage service Azure has reportedly been used to support military operations in Gaza and the West Bank. The Boycott, Divestment, Sanctions (BDS) movement is advocating for a boycott of Microsoft and Xbox products. Recently, an open letter from members of the Microsoft-owned French studio Arkane criticized the company, stating they “do not want to be complicit in genocide.” In response, Microsoft announced it is reviewing the use of its platform in this context, claiming potential violations of its terms.

Of course, Petty is distanced from the corporate decisions of Microsoft. He emphasizes that “the nature of being part of a larger organization is complex, extending well beyond entertainment.” “Double Fine operates independently and does not necessarily endorse every aspect of the parent company,” he affirms. “Our focus is to create an outstanding game.”

Keeper is set to launch on PC and Xbox in October.

Source: www.theguardian.com