Polygons and Pain
Review
Bound, Plastic (PS4)
Abstract: Bound is a narrative told through motion. You explore a beautiful
and abstract world as you relive your past and confront your fears. Bound learns from a long legacy of 3D
platformers while creating an identity completely its own. Balletic dance permeates
the experience, bringing life to cold geometry. The game’s
emphasis on short cuts and speed runs in subsequent playthroughs unfortunately
highlights some of Bound’s weaknesses,
like its imprecise controls and long load times. Taken as a whole, Bound is a wonderful experience that is
much more than it initially appears.
For me, it was a tree house. Well not a tree house really, more like well-worn 4’x4’ square of processed wood nestled precariously on top of a Y-shaped corner of branches. The tree was a short walk into the wooded area behind my home. I’d climb, recklessly so, to perch in my spot. Time would stop. It was just high enough up to see the tops of other trees, but not nearly elevated enough to feel in danger. Cold or warm, windy or still, I’d climb to my hideout to be away from it all. The tree house was my answer to the same question Plastic’s Bound poses: as a child, how did you cope with pain? In Bound the answer is a beautiful combination of ballet, monsters, and geometry.
Bound begins as the protagonist, a
pregnant woman, comes across a quiet beach. Journal in hand, she begins her
walk down the sandy path towards a house. Along the way she’ll open up her
journal, which is filled with fantastical images of trees, paper planes, mother
and daughter and father and son, abstracted into compositions of jagged shapes.
Bound’s narrative unfolds as a
reflection of the past, a view into the world the game’s protagonist created as
an escape. She is reliving her most traumatic childhood memories as she
grapples with fundamental issues of family and forgiveness. Bound takes full advantage of its
medium, sharing its story with players through actions. The game seeks to evoke
emotions through movement, telling a familiar story in a new way. The story
spans a few levels, each manifestations of her past pain turned fear. Bound escorts you through five vignettes in an imaginary world she called her own. Levels
end with a reconstruction of the traumatic memory in a 3D space you can freely
explore. The game culminates in a difficult decision that feels earned. Despite
some looseness of the story itself, Bound
does an admirable job at creating a narrative with which players can engage.
Face your fears. |
Bound’s world is fantastical and bizarre.
Bound transports players into a
vibrant, chaotic, polygonal world. Shapes float in a barren expanse, reacting
to the player’s presence. Monstrous structures assemble into existence as you
draw near and orderly disassemble as you journey away. In this world we play as
a masked young princess. Across the different vignettes we see conflict between
king and queen in a world that struggles to adhere together. Bound’s world is unlike anything I’ve
seen in games. It’s visually striking, stunningly beautiful, and has a
signature that quickly imprints itself into your mind. Despite its abstract
nature, each of the game’s levels is distinct and memorable. Bound’s world was what first drew me to
the game and remains a clear highlight of my experience after playing.
Gameplay in
Bound derives from a long lineage of
3D platformers. On the surface, your task is quite simple—follow the linear
main path through each level jumping from platform to platform, up and down
ladders, with very light puzzle solving to make it to the end. Along the way
you collect memory fragments, glowing shards that both serve as a breadcrumb
trail if you get lost in the dynamically shifting world and to complete an end
of level mosaics. The controls are quite simple. The player can walk, run, jump,
roll, and… dance. Heavily inspired by balletic movements, dance is an essential
aspect to playing Bound. Movement has
a lightness to it only seen at the ballet. Running, jumping, shimmying along
edges, everything is steeped in dance. Motion capture is utilized brilliantly, creating
a character that looks and feels human. She’s elegant and graceful. If that
weren’t enough, Bound features a
button dedicated solely to dancing. Dancing affords a couple advantages to the
player. You dance to complete a level and dance to unlock large memory
fragments. Most importantly, the player dances to bypass a level’s entrenched
obstacles. You dance to fight your fears.
As I
mentioned above, each of Bound’s five
main levels is a powerful vignette from the protagonist’s past. Each of these centers on a childhood fear: steam, trees, pearls, shout and planes. These
fears manifest themselves as physical barriers in each of the levels. Trees are
nests of tendrils that grab the player and hold them in place. Planes are paper
airplanes that swarm the player, again preventing movement. Dancing frees you
from these fears. But there’s so much more. As you play through Bound, each level you complete conquers
a fear. For example, conquer the planes level and you’ll no longer be affected
by the swarms. This alters the way you play through subsequent levels. Sections
that were previously blocked off now become open for exploration. The world
adopts more striking colors and warmer tones. Bound is different each time you play, assuming you choose to
complete levels in a different order. This offers a unique kind of
replayability that I appreciated in a short game like Bound (you can complete your experience in less than 2 hours).
Dance will set you free. |
Conquering
fears and opening new paths are only one small part of the beautifully designed
3D worlds in Bound. These wide-open
spaces are absolutely packed with depth. Levels are replete with hidden memory
fragments, telegraphed shortcuts, and fear-blocked paths. You’ll also discover
hidden and highly skill intensive sequence breaks, which allow the player to
skip huge sections of the level. Bound
wants players to find these, and even dedicates a whole mode to speed running
the game (completing it as fast as possible) Bound’s main path is easy to complete. Bound’s fastest paths are punishing and demand precision. It’s a
great feeling to discover a shortcut the hid in plain sight, or find a hidden
path that shaves five plus minutes off your completion time. Despite not having
the usual bells and whistles of 3D platformers, like oodles of collectibles and enemies
to defeat, Bound offers players
plenty to do.
By emphasizing
short cuts and speed runs, however, Bound
highlights some of its biggest weaknesses. The game’s platforming works well
when players are taking their time and absorbing the fullness of the
experience. The controls are less than ideal when placed under the magnifying
glass speed runs demand. Jumps often feel imprecise. It can be hard to know if
you’ll make a jump or fall to your death. Bound
has a finicky ‘edge guard’ system that, in theory, is there to help players with
difficult platforming sections, but in practice detracts from the fluidity of
the motion. Bound implements some
smart systems to avoid bad camera placement (endemic to the genre) like having
shapes disappear when they would block the screen, but camera problems still arise
from errant level geography and during non-horizontal movement. The game’s
speed run mode is a disappointment, too. Levels have unskippable opening and
end sequences that frustrate as you repeat a level over and over. Repeating is
another act of frustration, as long load times make it feel particularly
painful when you mess up your run. I typically like pushing myself in
platformers to complete these challenges, but some design incompatibilities
prevented me from investing myself in Bound
beyond its story playthrough.
As much as they are emphasized, speed runs are not the best part of Bound. |
Bound exists in great company, however,
as one of the few games I’ve ever immediately played through a second time
after first beating it. I wanted to see how the world changed, how my play had
evolved, and perhaps most strikingly, to make a different narrative decision at
the game’s end. Bound is more than
visuals. Bound isn’t style over
substance. Bound is, in a number of
ways, about how one copes with strife. For me, I’ll always think back to my
tree house. Bound makes me wish I could
have escaped to its world, though. Bound’s
was fantastic.
Bound
4/5
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