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I love a good, little, digestible, artsy video game more than a lot of other types of experiences out there these days. The standard example here is Journey, with additional standouts in my personal history being things like Inside, Sword of the Sea, The Midnight Walk, and Gris.

If you’ve played these titles, you get the vibe. They might not be the most video game-y titles of all time, but they’re going to take you on… well, a путешествие by the end. These are games best suited to experiencing in one sitting, so you can fully absorb the emotion that the title is putting forth without any interruption.

Keeper, the latest game from Double Fine, slots into this same genre of artsy experienced-based adventure tremendously. These aren’t games for everyone, but if you get it, you get it. Play a game like Keeper or any of these others at the right moment in your life, and they have the potential to be some of your favorite video games of all time.

While I do think Keeper has some issues that we’ll discuss thoroughly below, it’s still an experience I’m so glad I was able to have. It’s a slow burn perhaps to a fault, but players that stick with this title will be rewarded with one of the craziest, coolest, trippiest games I’ve played in a long, long time. Let’s talk about it.

A Painterly World Of Wonder

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Keeper is clearly inspired by a lot of different, surreal artists, and that makes for an experience that’s incredibly visually interesting for its entire duration. It’s a little bit Salvador Dali, and little bit Dr. Seuss, and a little bit Tim Burton all wrapped up into a style that becomes its own thing entirely all at the same time.

We’ve all journeyed through visually striking and creative video games before, so it’s a genuine testament to the art design of Keeper that I was constantly taken aback by how cool this game looks. All the while, it has a brushstroke-like quality to it that really drives home that this is an artsy, cared for title that you’re going to be playing through.

Each biome is alive with little critters running around the corners of every frame, villages made up by cute robots, or giant whale-like creatures that somehow give a sense of being on Pandora in Avatar all at the same time. It’s truly impressive stuff, and combines to create a world that I’d love to step foot in and experience for myself.

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All of this visual feasting is propped up by an удивительный soundtrack that’s equal parts trippy, industrial, and vibey. At times, it reminds me of the post-rock bangers from 65daysofstatic that served as the soundscape for No Man’s Sky and immediately set the stage for my journey to its varied and mind-bending universe.

So much was clearly poured into Keeper from a presentation and style standpoint, and it all works amazingly. If you’re the type of gamer that can get into a title based solely on vibes, then there are plenty in Keeper to satisfy what you’re looking for. There aren’t many other games in 2025 that I’d take over this one in terms of art on all fronts.

Lore Building In A Wordless Land

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Not a single word is ever spoken in Keeper. As you control the lighthouse come to life and its other-worldy avian friend Twig, you’re going to have to piece together the narrative from environmental clues and what little information you’re given through a few short cutscenes. At the same time, this does not mean at all that Keeper is weak in the story department.

There’s a lot of lore here if you know where to look, including completely optional/missable structures and statues to rebuild that unlock Xbox achievements featuring some interesting tidbits of information if you take the time to stop and read them. I love a game that trusts me as the player to put things together, and Keeper had that for me.

What starts as a somewhat cliché goal of «Get to the top of the mountain» eventually gives you enough zigs and zags to the formula that feel truly rewarding and worthwhile by the end. How it all wrapped up had me simply staring at my computer monitor in shocked silence as the game’s credits rolled on.

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Initially, it’s not the most ridiculous of premises. Your buddy, Twig the bird, crash lands on top of the lighthouse while escaping a malevolent force called The Wither that’s begun to put the entire region into an oppressive, parasite-like stranglehold of dangerous overgrowth and disease.

Aside from the unique main characters, it’s actually a bit generic in feel, and it failed to really capture me emotionally for a long time. By the end, I was won over when the story started to take some insane twists and turns, but there might be a period here where the subject matter isn’t fully connecting with you. Give it some time.

By the finale, this is an experience that hits plenty of strong themes: companionship, isolation, perseverance, fear, change, and definitely even more if you’re willing to look for it. Results will vary from person to person, but if you’re the type that’s willing to get a bit introspective and derive your own personal meaning from things, Keeper is for you.

A Slow Burn With Insane Payoff

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The narrative slow-burn nature of Keeper shows itself in its gameplay as well, and this is where I think it could sadly lose a few of you. This is a game that’s about four or five hours long, and despite how lovely it looks and sounds, the game plays itself for a very long period of time, relatively.

I had a moment about halfway through when I wrote down «style over substance» in my notes. So much of my time was spent just holding my joystick in a certain direction as the lighthouse lumbered around cliffs and ledges, before I’d stop and solve a dead easy puzzle or interact with one thing to keep making progress.

You can send Twig to interact with levers and gears, or shine your lighthouse’s high beams at objects to cause them to grow and change, unlocking new areas as a result. It’s all unique and cool in theory, but it’s never used in any sort of way that feels truly rewarding or interesting.

There are a lot of puzzles in the first half that are as simple as «Move this lever through an obvious path,» or «Arrange these three icons in the most basic way possible.» I don’t mind a game taking a more approachable angle, but seriously, Keeper is dead simple for a long time. It kind of feels like a Disney World boat ride for huge chunks. Yeah, it’s amazing to look at and feels magical, but you’re not really doing anything, either.

Keeper is like this for a while. Until it’s not. Or at least until the game takes a turn that switches things up. And then does it again in an additional way that results in what’s truly one of the most shocking, creative, psychedelic, and simply холодный third acts I’ve seen in years. It’s so surprising that I refuse to spoil even an ounce of it for you here.

And that’s where I think Keeper is in a bit of a tricky position. Some players will jump in, think it’s boring or too simple, then bounce off before experiencing how incredible it eventually gets. I absolutely love where it ends up, but not being able to properly convey it to you without spoiling the heck out of it is a dilemma. I’m not sure how to pitch it to you without ruining everything.

Ultimately, you’ll just have to believe me here. Keeper is cool, but far too simple for a long chunk. If you stick it out, however, it really is going to get insanely good. I was won over by this slow-burn approach, while still being able to admit that the first half of the game probably needs to be a bit more interesting to keep everyone invested. Either way, ты просто to stick this one out, even if you don’t believe it’s ever going to hit. It does, and it’s magical.

Some Quirks In The Quirkiness

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As beautiful and special as I think Keeper gets by its conclusion, I also don’t think it’s free from any additional design quirks along the way. The entire game has a fixed camera, or at least one you have no control over. For about half of the experience, this is entirely fine, and I think it fits the game tremendously. Taking out the need to maneuver a camera lowers the barrier to entry, and also allows the game to be presented as artistically as possible.

In the more linear, borderline walking simulator-like sections, this is totally fine, and works well. However, there are multiple chapters throughout the game where you enter a more openly explorable area, and that’s when the lack of camera control is kind of a nuisance.

In these sections, I’d want to look in a certain, specific direction to more clearly figure out where I wanted to go, or to look for little critters I was tasked with rescuing to continue making progress. The camera simply would not turn in the direction I wanted, leading to me having to blindly navigate on a certain trajectory until the camera decided to flip around. It’s a bit of a hassle in these moments.

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Controls are basic and straightforward, but the constantly changing fixed camera also makes things a bit awkward at times as well. A big gameplay requirement is shining your light at the proper item in order to trigger some kind of event, and far too often would I fumble with the right stick to figure out how to actually look at what I needed to within the new camera perspective I was navigating.

None of this is ever game breaking, and things work well more often than they don’t. But I’d still be remiss if I didn’t mention that, on occasion, you’re going to get mildly annoyed at your overall lack of control and the wonkiness that it can lead to.

I played on PC and did have some performance dips here and there, but nothing I’m willing to chalk up to anything more than my personal rig possibly not being quite as beefy as this deceptively high-demand game requires. I’d wait for the Digital Foundry performance review to really be able to weigh in on if there are widespread, prevalent issues here or not.

Either way, once again, I handled the game fine overall, and any performance hiccups were very quickly overshadowed by the eventually incredible journey I was on.

Заключительные комментарии:

Keeper is a very slow burn, but ends up culminating in one of the coolest and most surprising third acts in recent memory. It does feel like more of an experience than a video game at times, but it’s still absolutely a journey worth taking. Going into it completely blind is recommended, as the game is actually hiding way more beneath the surface than you’d ever expect. The puzzles are dead easy, and there are some camera/control/performance hiccups at times, but it’s still a title that truly takes you places that will amaze you by the end if you’re willing to stick with it.

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Где играть?

ГДЕ ИГРАТЬ

Цифровой

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Плюсы и минусы

  • Shocking and well-executed gameplay twists
  • A deeply artistic, charming, weird, unique, painterly world with cool lore
  • Incredible, varied, post-rock-ish soundtrack
  • A slow burn journey that’s well-worth taking by the end
  • Takes a long time to get truly interesting
  • Puzzles are absurdly simple
  • Some camera, control, and performance quirks
Валентин Павлов/ автор статьи
Страсть Влентина к играм началась с Resident Evil, и с тех пор он не переставал играть в хоррор-игры. Пишет экспертные руководства для самых сложных игр и обзоры для самых громких релизов. Является магистром журналистики и имеет степень бакалавра лингвистики. Любимые игры: GTA 5, Silent Hill 2, Call of Duty: Modern Warfare 2, Heavy Rain, Metro 2033 и другие.
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