Tales of Cosmos
		Red 
		dwarf Games
		Meet Perseus and Professor 
		Gagayev, the former a dog, the latter a monkey (I think) and both of 
		them astronauts. Stranded on Chlorine Beach in unchartered space after a 
		shuttle malfunction due to a mysterious magnetic field, the intrepid duo 
		must find a new way to wend their way around the cosmos and escape their 
		predicament.
		Slap bang in the middle of their 
		predicament is the giant planet Novoclad, impenetrable when first 
		discovered, but clearly the source of the difficulty.
		Their corner of the galaxy is a 
		charming place. Six or seven other planets and moons are to be 
		discovered, some with other stranded spacefarers, some with local 
		denizens just going about their planetary business. They might chirp, or 
		bark, or squeak with Perseus, who will bark at you, helpfully subtitled 
		in the human language of your choice. In that regard it is readily 
		accessible to speakers of many languages, there being no spoken word 
		whatsoever.
		The look and design appealed 
		enormously. Each planet or location is different, from the almost 
		inviting world of Chlorine Beach, to the complete black nothing of 
		Object 72, the moonscape of Tyrus or the “dark and stormy night” vista 
		of Clades. Some are stark and barren, others not so, with structures and 
		objects dotted across the landscape. Some are small, taking little time 
		to circumnavigate, others rather large, and piloting your spaceship 
		around the planet offers a more timely way of getting from A to B. All 
		hand drawn, they provide an engaging game world.
		Despite their differences, each 
		planet is presented in an intriguing and unique way (I certainly haven’t 
		come across it before). Describing it won’t do it justice – better to 
		have a look at the screen shots - but I will give it a go.
		Round and round
		As we know, planets and moons 
		are spheres, and so they are here, albeit two dimensionally. Land on one 
		and regardless of size, the curvature of the world is apparent.  Land on 
		a largish one, and you will be looking front on at a sizeable portion of 
		your planet. It will be in the foreground occupying, say, the bottom two 
		thirds of the screen, curving gently left and right, with the background 
		of space visible at the top of screen. Moving Perseus or the Professor 
		left or right will effectively cause the planet to spin in that 
		direction, enabling you to explore the environment. Save for a barrier 
		or two, on most planets you will eventually end up where you started, 
		having effectively circumnavigated the globe. 
		Land on a small one and the same 
		principle is deployed, but you will be able to see a lot more of it at a 
		time, and the planet itself will occupy a smaller part of your screen. 
		With the smallest planet you can see the whole thing, as it hovers in 
		the centre with space all around. 
		It is different, and it works, 
		portraying a real sense of size and scale. This is further accentuated 
		by the spaceflights between planets, which require you to literally fly 
		your ship through the emptiness.
		To do that will require you to 
		fashion a new spaceship on Chlorine Beach. Once you can take off, your 
		little rocket ship can explore, but will be primarily interested in the 
		directional markers that appear at the edge of the screen, indicating 
		something is worth visiting in that direction. It is invariably a planet 
		or moon, but is certainly something you can land on or dock with. Each 
		has a little number gauge indicating how far away the particular thing 
		currently is, and they aren’t stationary, changing in orientation as you 
		fly around. Once the particular location is visited, that particular 
		marker will identify the name of the location from that point on, making 
		navigation back and forth that much more deliberate.
		I said space was empty, but it 
		isn’t sterile. Objects float by, there can be swirling colour, and a 
		minimalist but haunting soundtrack might be deployed. Planets might be 
		quiet, or again have a background track, with other effects depending on 
		the nature of the planet itself. Minimalistically grand is how I would 
		describe the aural landscape, and when added to the visuals I found it 
		rather excellent.
		Forward and back
		You explore the outer portion of 
		the planet, with some amount of movement forward and back but generally 
		left to right. Occasionally you will find holes or doors you can enter 
		that might lead to a room or tunnel system. When that happens, only that 
		location is visible, the rest of the screen being blank, giving a 
		feeling of being inside something smaller.
		Perseus is engaging, possibly 
		even cute, small but determined, and with a loud right click woof that 
		can be useful for making things happen. He does all the talking, and 
		when shown things by the Professor he may very well offer helpful 
		insights as to how to use it. When things work out, a frivolous backflip 
		might result.
		The Professor provides the 
		monkey-power. It is he who picks things up and uses them in the 
		environment. With his wrench clasped in his right hand, once liberated 
		from the crab, he can build things, whack things, pull things and other 
		things as well. They make a very resourceful team.
		You play both, and can switch 
		between them at will. You can get them to follow each other, the most 
		prevalent activity, or send them off on their own. The latter is 
		necessary for some puzzles, each contributing different actions to the 
		solution. 
		Puzzles are all about finding 
		and using items in the correct way. Some items can be combined, but by 
		and large are standalone. Generally I had an idea about what to do, but 
		I did resort to doing things to see whether something would happen. Some 
		solves were a tad opaque, and some a little too contrived (breaking the 
		car window for instance) but by and large, with the insights of Perseus, 
		I moved on without too many roadblocks.
		The puzzles which require both 
		characters to participate independently are probably the ones that will 
		offer the most challenge. Part of that challenge will be working out 
		what to do, part co-ordinating the activity. If there was a down side in 
		the whole game, it was the last character interaction, involving the 
		mysterious visitor, which is too finicky by half and may well test a 
		patience or two. Being last it leaves an impression, but everything till 
		then is on the upside.
		Once you acquire the means to 
		leave Chlorine Beach, it’s a big open universe. Novoclad is barred to 
		you at first, as is a space station, but the other locations are 
		accessible. Things in one place are used in another, and you will do a 
		fair bit of back and forth, but it never got tedious.
		You can save at will, and it 
		saves periodically. It is all point and click, you don’t die, there are 
		no mazes, no sliders, no musical or colour puzzles. Tweak settings from 
		the menu, including how the camera reacts in certain circumstances. It 
		is about half a dozen hours and delivers in spades.
		
		I played on
		
		OS: Windows 10, 64 Bit
		
		Processor: Intel i7-6700 4GHz
		
		RAM: 32GB GDDR5
		
		Video card: AMD Radeon 
		RX 470 8192MB
		 
		
		
      	
      	
      GameBoomers Review Guidelines
      
      December 2016
        
          
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