Narratively, the game poses philosophical questions of what constitutes a 'person' or the 'self', both through it's narrative but also through gameplay, yet ultimately paints only half the picture and requires the gamer to interpret the rest. At the very least the progression in puzzle difficulty is excellent and overall the pacing is fine. As such the game ends right when it actually starts to feel challenging. Unfortunately, the game is short and never really evolves past the use of these two additional mechanics as a means to introduce greater puzzle difficulty. This swapping gameplay uses the swapper gun to create clones to so that buttons/switches can be pushed that disable lights (blue/red or combined into purple, they place limitations on what you can do) allowing the collection of mcguffin orbs that serve no other purpose than to open up barriers so you can progress with the game. Even though it's still a competent puzzle experience (fairly short and surprisingly easy this time around), how does it hold up today? The game revolves around the use of the titular swapper gun, which creates clones that mimic the movement of the player character and allow the player character to 'swap' between them. 80% PCJust finished what would be my second playthrough of the game (having first played on release back in 2013).
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January 2023
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