Vane review - more than the Journey/Ico mash-up it looks like
That should probably be journey with a capital "J". The fluttering, scarlet spectre of thatgamecompany's work looms large over Friend & Foe's new game. You see it in the curl of the protagonist's headscarf and the delight Vane takes in the shifting of sand, bulbs of the stuff erupting from your footfalls as you scale the dunes. There's also the obvious influence of Team Ico (Friend & Foe's five employees include veterans of The Last Guardian) in the mildly chaotic, arse-over-teakettle movement of the child, not helped by a framerate that is clearly a lower priority than the setting and certain elaborate environmental effects. Vane finds its own, peculiar dimension beyond these inspirations, however: its closing chapters are like nothing I've seen, and there's something quietly revolutionary about how changing species allows you to perceive its landscape anew.
This is evidently a place with a story behind it, but it's easy to forget that as you hurtle through canyons, allowing each terrain feature to hold your attention only for the time it takes to vanish in your wake. The game's flight physics are a bit spotty - the camera zooms annoyingly when you build up speed, and landing on things is a fiddly business, as you fumble for the correct altitude relative to your perch. All the same, the feel of the bird's body under your thumbs is intoxicating. I spent an hour or more just chasing the light over hillsides or wandering from pylon to pylon, ignoring the environment design's efforts to lure me towards certain objects or areas.
Shape-shifting is, as you'd expect, integral to the gentle terrain and object puzzles that make up Vane's three-to-five hour length. There are objects you can only reach and interact with if you're the right species, a familiar gambit complicated by the fact that you can only switch forms by diving into fresh deposits of golden dust. Tumble off a high ledge while human and the gold will flake away, restoring your avian form. Later, more dramatic puzzles expand on the applications of this mysterious substance, allowing you to alter the world itself in breathtaking style. I won't give away too much, but the game's last two chapters occur in a very different realm, and involve some frankly absurd feats of procedural terrain generation, the architecture sprouting and buckling like flotsam tossed on the waves of an invisible ocean.
Sadly, such ambition goes hand-in-hand with some structural blemishes. I ran into a nasty progression problem early on, thanks to the game's arbitrary respawning of a barrier I'd cleared; adding insult to injury, this also meant I had to suffer through one of Vane's rather so-so synth tracks repeatedly. There's no player death, strictly speaking, but some sections kick you back to a checkpoint if you stray or lose something you need to progress - a bit of a hiccup, in a game of seamless transformations. Such inelegances aside, this isn't an experience for those who prefer a steady pulse of gratification. As with Shadow of the Colossus, it wants you to take your time, to let the geography act on you, to savour the play of moods and scales afforded by the switch from child to bird and back again. Settle into those rhythms, and forgive Vane its rickety moments, and you may be astonished by where it takes you.

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