This was a great article about Enslaved. You've brought up some interesting points that I never even considered before, like how they work the boundary limitations and commands into the story rather than just having them there. I love when games do stuff like that.
@knutaf Thank you! ^_^ You know, in a lot of ways I completely agree with what you're saying. They took a very "Disney," light-hearted approach to a subject that is really dark and could have been a lot more challenging. They definitely went for accessible rather than provocative.
It worked for me because I did like the characters. In so many games, you can just hear the voice actors reading their lines, alone, in a studio - but in Enslaved, I feel they were really hitting their marks. The dialogue sounded natural, and the facial mo-cap was really good. That said, the game really relies on those things a lot - if you DON'T like the characters, then the "enslavement" bond must seem a lot less real, and a lot of the game's charm really must fall apart. The combat and the "platforming" are super-simple and there's really not much else there.
Lol, but no Enslaved was awesome, I wrote an in-depth review immediately upon finishing it cuz I was so enthralled. It's a niche game though, definitely not everybody's cup of tea.
Heh, yeah Ninja Theory titles are really sort of like adventure games. If you like the story they're trying to tell, then it's all good - but if the story ain't doing it for you,then you're going to find the gameplay a bummer.
Nice review, btw! Man, I didn't even get to talk about Pigsy! He wasn't quite on-topic, but that dude rules.
With that "side note" out of the way, some games actually do it quite cleverly. I commented on my article about Bioshock, though briefly: explaining your lack of freedom on gameplay, through a plot device... that's clever. Not "genius". Clever. And can easily be misused. I think that both Bioshock and Enslaved, though with different approaches, deal rather well with the lack of freedom.
Great article, man.
Bioshock is definitely another title that gets you thinking about freedom by tying together your character's lack of freedom in gameplay terms together with their lack of freedom in the story itself. And it actually suffers a little bit for it, because it's a really hard moment to top, and the sequel couldn't quite manage it.
Looking forward to reading your future posts!
@Mr Andy Dixon Thanks! And I concur; actually, you could make the argument that Portal is a little bit like that already...!
@Keelut2012 Hmm, I might save that one for a rainy day. I've got the Beyond Good and Evil HD remake sitting there ready to go, and while I love me some clever girl heroes and pig-shaped sidekicks, I might be near my limit on that whole theme. ^_^
However, I do think the game is of a type/genre that is in a dangerous position right now. Mechanically, it doesn't advance anything or bring anything new to the table - it has shooting, racing, action/fighting, and puzzle-platforming elements, but there are games that do each of those things much better. Also, there's no multiplayer, so not much incentive to keep playing the game after a single run through story mode. No level authoring or creativity tools, either. And it was an expensive, full-priced disc release.
Enslaved is very middle-of-the-road in terms of fun gameplay elements, and I think that means it's really going to struggle when matched against more established AAA titles AS WELL AS smaller indie titles with a really fresh art style or new types of gameplay.
Right. Shutting up now!
Truly a memorable experience.
@ArrestedDeveloper
It's sad, right? The game never really got the attention it deserved - I don't remember exactly why, but I know I paid little attention to it when it was released, because there were three or four other titles I was paying more attention to.
@FalconSupreme
Aaah, we've all been there. Hopefully the copy went to someone who dug it as much as you did.
@FrozenImplosion
I just happened to spot it on one of those Amazon sales, and am really glad I did.
@Wolfy-Boey
I know, right? This blog was way cooler last week, before all the scene kids showed up. Pssh. ^_^
@Retris
It's really one of those rare games that gets you thinking about when you're not playing it.
@diztrukted
Story-driven - key words! In so many games - and perhaps rightly so, for a lot of them - the story is tacked on to add depth to the gameplay experience. But when a game treats the story as having equal importance to the gameplay, the results can be really amazing.
@Mr Andy Dixon
Aw shucks man. 'Twarn't nothin.
@llort het
I definitely had one death where I stopped and said out look, "Look, bitch, do you not see that I am leaping across cars over a LIVE MINEFIELD right now? WTF are you THINKING? STOP CALLING ME."
@Electrium
The thing with the ending is, I liked it, but it's the type of ending that a book might have handled better. Reading between the lines, I think the point was that Trip "pulled the trigger" so decisively because of her realization of what she'd done to Monkey, and her remorse over it. I think they could have conveyed the point a little better though.
My main gripe--the camera. Particularly annoying was the way it would automatically zoom in and center behind you when you attempted a charged attack. This angle, combined with the blinding glow from your weapon, conspired to obscure the enemies attacking you, so you never knew when to release the charge and strike. I would always release too early and miss, or too late, and get struck first. Why wasn't that fixed in playtesting? Grrr.
I still have to play Majin! Although having played through some light adventure titles lately, I'm in the mood for something a bit "crunchier" at the moment, maybe something RPG-ish.
@bbain
Thanks! I'm looking forward to seeing which one gets picked for tomorrow.
@Plathismo
Yeah, that camera could be obnoxious occasionally - I tended to just always assume there was someone behind me, release the charge, and immediately start striking at my blind spot.
Re: the collar. You know, the very first thing I did after that story moment was to run as far away as I could, to see if Trip would still execute me for getting too far! It never happened, so I made the assumption that he was just keeping the collar on so that he could make use of the dragonfly scanner and HUD. ymmv, though.
And besides, well - there might have been some other reasons why he could be persuaded to leave the collar on so easily...

I believe Enslaved is rated just fine, but definitely under appreciated especially by fair-weather gamers.
I had a few small issues with the game, but it was definitely still worth a purchase and a play-through.
I don't think you're alone in that viewpoint at all - I get the sense that many people feel exactly the same way. Trip's actions in that regard were not defensible (though, I believe, rational and clever), and it can be extremely hard to build empathy for a character that you disagree with very strongly.
Similarly on the dialogue, the way writing affects you is a personal thing. To me, their interactions in each cutscene, and even in some of the random ambient dialogue, seemed quite authentic and emotionally charged - and if there had been even more dialogue, I would have felt it was out of character, as neither of them was really a chatty cathy.
@DarkSaint76
Very nicely put. I think you nailed it.
Playing as Pigsy instead of Monkey wasn't my favorite thing in the world, but that's another story.
I loved the ending. Smart and abrupt and let your imagination take it from there (as there isn't likely a sequel coming).
Ensloaved is very appropriately (and ironically) named, but I'm not sure if the designers meant it that way.
nice blog tho
But yay for Enslaved getting some love and attention. It is such a shame that so many people judged it by the very limited and simple demo (not to mention the idiot boycotters who thought that not playing it would somehow let them have their way with the new DMC).
**SPOILER**
**SPOILER**
**SPOILER**
What was odd to me was that, in the end, the main characters are led to free others who may or may not want to be freed. The name of the game, for me, was for those souls in the fictional reality living in a utopia. Not the slavery of Monkey.
So even after the characters have a first hand knowledge of slavery between interactions, they still act as though they know what is good for those enslaved.
If you've played Mother 3, that game has the BEST representation of Stockholm Syndrome I've ever seen. You play as a Monkey called 'Salsa', you've got a shock collar on and you've been forcibly taken hostage by some Arabian looking fellow. He constantly treats you like crap, and the story gives you every reason to hate him. However during the combat Salsa is INCREDIBLY weak (more of a support character), and you're constantly hoping that the evil man will jump in and save you from the monsters. It leads to a very complex relationship where the gameplay offsets the hate you originally felt.
My only complaint was Pigsys apparent attraction for Trip, came across as really creepy, especially as he was meant to be a friend of her fathers.
The Mysterious Monkey;
-Anyone think it was a little weird that Monkey looked a little like the Andy Serkis/Pyramid head at the end?
- Also, why was Monkey so strong compared to other humans? He took down a "Dog" when it was previously unimaginable.)
- Where did he get his weapons and gear from?
- Why did he have visions that no one else could see? (Not just the headband, right?)
I like to imagine that maybe he was an escaped clone of the Serkis character from Pyramid. Perhaps that is why he was so powerful.
Congratulations on hitting the front page, fulldamage!
Brilliant analysis of the relationships and the clever way the designers took those oh-so-shameful invisible walls and blended them into the story. I've never played Enslaved, so if not for this, I would neve have known anything about any of that! Kudos!

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