Tunic review – it’s a marvel

These are my favourite worlds. The best worlds, if you ask me. The best of all possible worlds. Not open worlds, not free-roaming, certainly not endless or procedural worlds. Instead these worlds are a bounded place, a place as boldly self-contained – as compact and weather-tested – as a bird’s nest in the high branches of an old tree. And as intricate too: woven together, each piece locked in position by dozens of other pieces. Maybe scavenged, maybe stolen, a thing reflecting a thousand other mini-things that came together to make it.

How do birds even know when a nest is complete? For a world like this, a world in a videogame, rather than up high in an old tree, completeness shows up in the details. It will be a single detail that sticks in the mind and makes you think: Cor! Look at that. Maybe I should be taking notes here. A single detail. It’s not something big. Generally, it’s something small. Something hidden. Tucked away, say, under a bridge?

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