![]() ![]() The slightly voxelled art style does a superb job of swinging between dull and vibrant, and the ambient soundtrack sets a more laid back tone. ![]() In their own way, they’re beautiful, the hard lines and drab colours of road signs and crates being softened and brightened by the plants you grow around them. Each level is this discrete little diorama, a snowglobe scene but with a 28 Days Later vibe. It’s the world of Cloud Gardens in microcosm, in fact. You will move from abandoned parking lots to greenhouses, with the latter being particularly poignant, as the plants take over the structure meant to contain them. There are six themes or worlds to explore, with plenty of levels in each. There’s an optimism there that’s kind of rare. I suspect it’s got something to do with the inverted climate change message, that the world will fight back and reclaim the tarmac that we’re carpeting the world with. ![]() It’s hard to pinpoint why I like this theme so much. Then you’re dropping even more rubbish down to make them flourish. Monstera keeps on growing, and is your power-plant, gathering you higher and higher scores. Cacti are hardy, so you’re placing them in the risky areas, where your mountains of rubbish might topple and destroy the flimsier plants. Ivy grows up larger structures, so you’re placing it at the root of arches or buildings. That’s the game in one sentence, basically: you’re sowing the seed of a germinating plant, but you’re looking to place it where it’s most likely to grow, and that’s near the shopping trolleys, bottles and wrought-iron fences of the world. How its world works is completely contrary, and theoretically contains a dangerous message, but nonetheless it works brilliantly: the seeds you plant in Cloud Gardens will bloom and spread when they’re placed near rubbish. ![]()
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