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#also I've got attached to the Traveller despite them being a literal pawn figure with arms
thunderboltfire · 4 months
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Chants of Sennaar: a review
What if You had modern dictionaries at the Tower of Babel?
It's been a while since I've played a proper point-and-click game and I've got charmed by the fact I've seen Chants of Sennaar described as Dark Souls of Duolingo, so I've decided to buy it.
Is Dark Souls of Duolingo an accurate description of the game? Not really, I wouldn't describe it as exceptionally difficult. It's pretty innovative in its gameplay though, and it definitely draws a bit from Duolingo in its mechanics. Especially in the way the main character learns languages.
Chants of Sennaar puts you in the boots of the Traveller, whose main goal is to explore the mysterious, ziggurat-like Tower. In order to do so, he has to find passage through several floors and learn the languages of its inhabitants to move upward the Tower.
Armed with contextual clues and a notebook used as a dictionary, we learn the meaning of foreign glyphs and decipher the grammar, which helps us solve problems and uncover mysteries.
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From a linguistic perspective, the interesting choice that simplifies the language learning is that the Traveller mostly listens, and rarely ever needs to speak/write in learned languages. Also, technically speaking the entire conversation goes on in writing - the inhabitants of the Tower speak in comic word bubbles, which removes the problem of the phonetics, but to compensate for lost complexity, each language has its own writing system. Most of the complex glyphs are based on combination of concepts related to simpler glyphs, which makes them a neat puzzle on their own.
To not spoil too much - the grammar and syntax of the languages are mostly similar, with one big exception and individual exceptions for some grammatical phenomena. For the linguistic nerds out there, all the languages of the Tower are isolating languages, which makes the sentence structure more of a concern but also makes inflexion pretty much nonexistent.
The story has an air of a parable, with the characters not having specific names and most factions representing certain concepts and approaches to life in an archetypal way. The effect is reinforced by the fact that none of the inhabitants of the Tower has a visible face - including the Traveller, whose face is obscured by a hood. It feels like a fable, and the feeling is enhanced by the monumental architecture (which can be considered a separate character telling a large part of the story) and the deliberate color schemes, drowning the locations in gradients of colored light.
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The game's visual style is both simple, utilising low-poly models, and very well-executed, with well-thought out color palettes (we don't talk about the water on the bards' level XD), camera angles and stylisation which builds fantastic atmosphere. The UI is extremely minimalistic, which puts further focus on the visually intriguing world. The OST is beautiful and haunting, and while the whole plot is rather uncomplicated with a simple moral, the legendary, cryptic air of it and the feeling of discovery makes it work.
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Putting an innovative spin on a classic genre and building amazing atmosphere through visuals and music are definitely the strongest points of Chants of Sennaar.
I have two points of criticism - the last floor of the Tower, which seems to be a little rushed, and the sneaking sections. The game is generally very relaxing, apart from a few small sections in which there is some sneaking or one has to move quickly. To be fair, these sections fit the concept of the levels they're in, and are very forgiving (you can die, but the checkpoints are placed in a way that don't make you lose progress), but for someone looking for pure point-and-click they might seem unnecessarily stressful.
Overall, it's a great adventure and I thoroughly recommend it, especially if You like linguistics or interesting point-and-clicks!
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