Most videogame reviewers stick by a very inflexible set of rules and guidelines, by which they review all games they come into contact with. And unfortunately in year 2016, we’re still getting step-by-step reviews which concentrate on factors such as graphics, sound, replayability, and gameplay. The lack of progress in critique of interactive entertainment, has left readers, viewers, and listeners with 1990’s styled reviews of 2016 games, which are neither accurate, nor adequate.

Works of art such as Journey have been marked down for having ”no meaningful content”, whereas tech demos such as Crysis have been praised into heavens simply on account of their extensive graphical fidelity. And such state of affairs is a result of many industry ”professionals” rating titles with the same measuring tape that games such as Quake or Spyro the Dragon have been graded with back in the 1990’s. If one was to review Bound, simply by judging it against the previously mentioned criteria, it probably wouldn’t get a very high score. However, Bound is not just another bland shooter like Crysis, in fact, it’s much more than a game.

Bound is a title which maybe alien to some, as it has been constantly lingering in the shadow of the colossal No Man’s Sky. Even PlayStation the publisher, and co-developer of the title, have kept it out of the limelight in order to make as much marketing space for No Man’s Sky as it is humanly possible. And it is a shame, because Bound is a tremendous title, which doesn’t only deliver upon its pre-release promises, but goes far beyond its initial scale. Bound isn’t just a skill based third-person platformer, as the developer has advertised. It’s a work of art which incorporates platforming, and deeply developed social narrative, in order to suck the player in, and let him/her form an intimate understanding of the title. Visually, Bound resembles a three dimensional abstract Bauhaus painting. It features a collection of colourful, vibrant shapes on a background which fades from white, through the entire pallet of greys and silvers, straight into black.

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Bound has no rules when it comes to its art. It’s full of spheres, cubes, and pyramids, which at times come together to form beautiful compositions, which themselves become more than just levels, they simply become a work of art. However, unlike the works of the Bauhaus movement, Bound is not completely static, and every single object which the player can observe on the screen is fully animated. Legions of cubes which are a part of the background, form waves which violently rise as the action picks up, rain which splashes from time to time, forms PlayStation button images as it hits the ground, and the platforms which are used for traversal unfold like paper planes every time they come between the player, and the player character. It’s simply beautiful.

Bound, without a doubt, is an aesthetically breathtaking title, however, the visuals in this particular title are more than lifeless cardboard cut-outs which are simply there to fill up a large portion of the screen. Primary visuals, which include the player character, primary platforming route, and obstacles placed within it, signify the consequences which arise from negative human interaction. Obstacles are the focal point of the visual storytelling, as they symbolise the mental pressure, which arises from negative social relations between a person and its family. And unless the player can overcome the overwhelming attack of the ties that bind, and projectile like spikes, he or she will be stopped completely, and will ultimately be unable to reach the final goal.

Bound’s primary visual storytelling is important, as it showcases the struggles which anybody can face in duration of one’s life. However, Bound also highlights the fact that while many are living their lives concentrating on their daily struggles, they fail to notice the true beauty of the world, and everything that is taking place outside of their peripheral vision. And it does so by constantly manipulating objects which are just out of player’s view. A single flash of colour, or momentary appearance of a colossal beast, will guide the player not towards the finish line, but towards the beauty which surrounds him/her. one can spend dozens of minutes, simply gazing at the literal art that surrounds the platforms, which the player is gracefully jumping, rolling, and dancing on top of, on the way to the optimal goal.

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Dance, while intended to be one of the leading themes of the title, is throughout the game overshadowed by the world which surrounds the player character. But without the dancing mechanic, Bound would be simply boring, as it increases the pace of the title, and makes the traversal much more interesting. By holding the R2 button, and combining it with others, players can turn a simple walk into beautifully animated, and intricate, motion based poetry.

Dancing animations while adding beauty to the already breathtaking title, also defend the player character from immediate danger. When combining L2 with another action button, a strand of colourful tape extends around the character, and forms a protective ball which deflects all direct dangers. However, it also allows the player to avoid falling from ledges, and simplifies jumping through gaps, as combination of L2 and X, allows the player to make a perfect jump across any gap. However, players will not need any assistance with crossing obstacles, as THE developers have nailed the core platforming mechanic, and platforming is simply a pleasure and not a chore, like in some other titles of the genre.

Ultimately, Bound  is an incredibly beautiful title. Its art style, animations, and execution, are all at the very top level. And while only being a couple of hours long, it can be played in numerous ways, as it features over 120 different outcomes, as players can pick and choose whichever level they want to play, right from the start. While freedom of choice is a welcome addition, the hub, which is a major part of the main plot, takes away from the immersion every time player returns to the rather stiff, and lifeless level select screen just to pick another chapter. And every time player does so, he/she will be ripped straight out of the euphoric world of Bound, and will ultimately be grounded within the confines of drab reality, and that’s really disappointing.



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