It's hard not to compare Human: Fall Flat with Ubisoft's Grow Home and Boneloaf's Gang Beasts, because Human: Fall Flat [official site] tumbles in the exact same physics-powered footsteps. In Grow Home you control a little robot called BUD, unsteady on his feet, using physics to solve puzzles and climb a giant plant. In Gang Beasts you control little blobby creatures, unsteady on their feet, using physics to have multiplayer fights. In Human: Fall Flat you control a little blobby creature called Bob, unsteady on his feet, using physics to solve puzzles and progress through its rooms. However, rather importantly, HFF makes a strong effort to do something appropriately different with the same ideas. Here's wot I think.

First of all, Bob can't climb! Well, he can, a bit, but his independently controlled arms (see, I'm not kidding), are only capable of hauling himself up over low ledges. Despite his appearing to have similarly suckery-hands to BUD, he cannot use them to scale vertical surfaces - instead you need to aim his hand-blobs on top of a surface and hoik yourself up, which is itself very satisfying. His antics at ground level, meanwhile, are much more involved, challenged with a series of floating levels to find his (I only say "his" because I read his name was Bob - he seems entirely without gender) way through puzzle-filled locations.


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And I thought I wasn't going to like it. For the first couple of levels, it felt derivative but less than its peers, both clumsy and underpowered. I know, from checking old brain scans, that I felt very differently when I started Grow Home - there I immediately felt delight, and overwhelmingly paternal toward that little red bot. I immediately emotionally connected with him. With Bob, the game presented a pharmaceutical sterility to the featureless humanoid and his environs. Blank-faced, blank-everythinged, this unfinished Pillsbury Doughboy left me unenamoured. I think, right up until I got the hang of climbing.

His animations at first seemed simply clumsy, missing that appealing vulnerability. Incapable rather than inchoate. And then, when realising that to safely jump a gap I need to raise the little guys hands above his head (hold down both mouse buttons, look up a bit) and then run toward the edge, it was all in place. He looks adorably daft. Leap, click both mouse buttons to grab at the other ledge, and then look downward to start hauling up. Remember to unclick to not look ridiculously ungainly, and now I'm on Bob's side.

After this point, I really feel your mileage may vary. With BUD, you had a goal, goddammit, of reaching the top of that blasted tree. With Bob, you've no real idea where you're going, other than that each increasingly sprawling level ends with your falling through the sky to the next one. For BUD it felt desperate, urgent. For Bob it feels trivial, if entertaining. And then that last part really does depend upon how patient you're feeling at any moment.

After knocking a box off a high platform where I needed it (I was smashing some windows with it, sue me), I had the most extraordinarily laborious process to get it back up there, rather than restart the large level. I was building steps out of crumbled rock wall, but knocking them down as fast thanks to Bob's outlandishly cumbersome limbs. The former felt satisfying, as though I were beating the game in a way it hadn't planned; the latter felt morose, tiresome, as my efforts were thwarted by some hard-coded frustration. I did it in the end, and yes, it felt like I'd discovered the cure for cancer while reaching the peak of Everest, but I'm still not sure it was entirely worth the swearing.

However, that ability to improvise around the theme is very rewarding. A puzzle wanted me to knock down a wall by swinging rubble at it with my arms. I know that because I spent so long faffing around building a bridge that went around the side of the wall out of planks and rocks as counter-weights that it thought I was stuck and dropped a hint. No no, game, just having fun over here. The point being, you can - there are multiple ways to solve a bunch of the puzzles, and some of them certainly never considered by the creators. It's just limited by how much of the roly-poly physics you're capable of enduring at any time.

My fondness for it swings back and forth accordingly. The levels look lovely after you get through the first couple, far more colour and character. The castle is especially splendid. Then I get annoyed by the clumsiness for a bit and think about how much more fun I'd be having in a physics puzzle game if I were able to walk in a straight line. Then I feel a massive sense of achievement for knocking a wall over in a way that would have been boringly easy if I could walk in a straight line.

Human: Fall Flat is unquestionably charming, and tremendous fun when it's not annoying me so much I want to find the developers and put staples in their toes. It's a logical next step for the Grow Home concept, and they beat Ubisoft to releasing it before Grow Home 2, so kudos for that. They've done enough with the idea to make it their own, no matter how naggingly familiar it all feels. And that climbing up animation is just the loveliest.

A few months ago while browsing the Xbox Game Pass library I came across Human Fall Flat, and it seemed like one of the few games I can download and play some fun non-competitive multiplayer in with my nephew - believe me, finding a simple game to play with teens and kids which isn't Minecraft is a shockingly difficult task. I put it on, we ran around for a few hours, and it never left my mind. The ease of which I could explore the levels and share the experience with a younger family was remarkable, even when it really shouldn't be, and the simple physics mechanics kept feeling ingenious, betraying their seeming simplicity.

So when I was offered to interview Tomas Sakalauskas, CEO of No Brakes Games and creator of Human Fall Flat, I couldn't resist. The absurdist slapstick comedy, the inventive physics puzzles, and the concept behind Human Fall Flat was too good not to find out more about. I was more than happy to sit down with the man himself in an online call, and I had a short list of questions he answered for me down below, including what he thinks the Human Flat Fall characters taste like. I only ask the hard-hitting questions, you see. True journalism.

First of all, thank you so much for making Human Fall Flat easily accessible on Xbox Game Pass. What has your experience with Human Fall Flat being available on a service like Game Pass been like?

[Tomas Sakalauskas] I think it's really great because there are more players. Also, Microsoft seems to be quite happy with the performance of the game there. So far we have not noticed any drawbacks in terms of sales on other platforms. So it's a win-win, I think.

That's really good to hear. How does an idea like Human Fall Flat come around? In the beginning did you plan to make a goofy physics platformer, or did it just happen over the course of development?

[TS] It happened over the course of development. I started prototyping physics-based controls, trying to have independent control of each arm. Initially, I was able to have really fine control on that: I was using sticks on the controller to move each arm independently and D-pads could work, but that would be really messy controls. So we had to rework this control scheme. Then when I got the character more or less right, I started building initial puzzles. The idea was to make something like Portal meets Limbo. So we have physics interaction, but the world is 3D. But the puzzles are clever and well placed and you cannot just bypass them. But then I gave it to my son to playtest, and he did everything possible not to solve puzzles, but to parkour or walk around, and I watched him laugh. And I said; "Okay, this is the game I'm going for, not really watertight puzzles or anything like that." Later playtesting with actual players and playtesters, I tried to keep that same spirit. So if someone tried to do something in the game then either I would make it unattractive to try if it would be too difficult to implement, or I would make sure that it works as expected by the player.

[TS] Well, it wasn't Early Access as such, I launched on Itch.io and I was selling the prototype. For me, it was a small game. No one knew it and people were playing and it was really great because I could get some feedback. Then suddenly some bigger streamers found the game, and in the comments of their YouTube videos I was reading, like; 'if the game was available on Steam, I would buy it. But I'm not buying from the developer's site,' and things like that, and I thought, 'well, I have the game available but it's not on Steam, and I'm losing sales and everything.' Yeah, but I took that time to polish the game quite a lot because it was difficult for people to find and buy. So I got just the really interested players in, and I got valuable feedback from that. So, it worked as Early Access, but it was not Early Access on Steam. So it had no big appearance before the actual Steam launch.

[TS] I expected it to be a successful game and it was quite successful early on in terms of what I expected success to be. Of course, I could not imagine it would be such a wild trip. I think it boils down to listening to community feedback a lot. From game mechanics, how puzzles are made, watching those playthroughs and everything. And then working on split-screen co-op. Then multiplayer - multiplayer was actually when the game exploded and became quite big. Before that it was smaller, 10k to 100k copies, and crossing one million was done with multiplayer, I think. Finally, we implemented the workshop based on, again, community requests that gave a second wind to the game. So I think it's mostly working with the community and listening to what players really want, also trying to stay true to those players, not building paid DLCs or anything. If you supported the game, ever, you have it and you play it and everything that I or partners did later on was just to enrich that experience. And focusing on getting more players instead of trying to sell to existing ones. I think showing respect to players is what matters. 152ee80cbc

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