There’s a primal human excitement in merely learning what one thing does. It’s the explanation you’d nonetheless wish to push a button that claims “don’t contact”, or marvel what’s in the back of a locked door. Keeper flourishes on that concept, construction out a sport of discoveries and experiments round it.
Seeing prolonged gameplay for the primary time at gamescom, Keeper’s key trick – of telling its tale in a never-before-seen global, all with out phrases – way that just about the entirety you do is much less about finishing an goal you’re advised to observe, and extra about learning what the target is.
Shine Your Gentle

First printed at Xbox Video games Show off previous this yr, Keeper is a dreamy, otherworldly journey that places you within the misshapen frame of a unexpectedly sentient strolling lighthouse – yet there’s no narrator, nor speaking sidekick to give an explanation for the place you might be, what’s occurring, and what you must be doing. Operating this stuff out is the sport.
“A key guiding principle of this sport is the surprising,” Ingenious Director Lee Petty tells me. “We would have liked gamers so to chill out a little bit, relax a little bit, and include the surprising. So that you can that finish, there’s some experimentation, yet there’s not anything the participant can do to die on this sport. They may be able to’t reduce to rubble the revel in. We type of get the participant on board early in order that, when one thing surprising is thrown at them, it’s no longer a second of panic that they don’t know the way to get thru.”
In 3 parts taken from early sections, I see how Keeper slowly introduces new concepts in refined tactics. With handiest the power to stroll, shine a beacon, and the assistance of a chicken better half referred to as Twig, the participant must determine what they must be doing thru context clues.

“The lighthouse beam has two primary modes,” explains Petty. “It has an unfocused and a centered mode. The unfocused mode is for exploring – as you shine it round, you could see little refined shimmers or reactions on the earth. Larger transformations happen when the participant focuses that larger, brighter beam on issues, and that’s incessantly used to resolve puzzles as neatly.
“Twig rides alongside at the lighthouse and will do issues that the lighthouse can’t. The lighthouse doesn’t have hands, handiest legs. Twig on the other hand, can without delay manipulate issues on the earth. So what the participant can do, for instance, to resolve a puzzle is locate a mixture of that mild talent and Twig’s talent to select up and accumulate issues.”
I see this early on, because the lighthouse comes throughout a lumpen… factor blocking off its trail. Beneath the unfocused beam, the creature bristles relatively, sufficient to turn you that it’s reacting – and, focusing the beam, it places a claw in entrance of its eyes. This produces a shimmer, which draws Twig, who flies to seize the claw, and an approach to “tug” seems at the display. Twig pulls on the creature, who flops to at least one facet, revealing a seed that Twig stows away for a long run puzzle.

It’s a chain of purely natural discovery – the sport doesn’t inform you what you wish to have to be doing, and the weirdness of all of it way you don’t are available in with a preconceived concept of what you must be doing, instead of attempting issues out. And that is repeated all over. I see the lighthouse successfully setting up a dance of creatures interested in its mild to wreck thru a sheet of ice, an attractive discovery that touching a undeniable spore-like plant will permit the lighthouse to subvert gravity itself, or even a wild collection through which it turns into obvious that the beam can keep an eye on the float of time on items it touches in a undeniable house.
The actual ace within the hollow this is that Keeper’s global is not like some other – its bucolic landscapes inhabited through scuttling, alien-like creatures, bushes with faces, and plants with abnormal results. It signifies that, even if you do determine the place to move, or what to have a look at, the consequences of your interplay stay a marvel. Crucially, Double Fantastic by no means need that feeling to leave:
“We would have liked all the sport to have this kind of natural, nearly hand-crafted, bespoke really feel,” Petty provides. “It’s no longer a sport of repeating movements up to a sport of wandering amongst distinctive spaces and set items that adjust.”

In simply quarter-hour of gameplay, I see – through my depend – 11 other puzzles (to not point out smaller interactions as you prod and poke on the global round you). It’s transparent that the purpose this is to stay unexpected the participant with what they notice they’re being requested to do. Now not all of that is ‘mission-critical’, both – the extra you discover, the extra you’ll to find:
“There’s a large number of stuff for the participant to find alongside the revel in,” provides Petty. “A few of the ones come within the type of environmental storytelling, a few of the ones issues are within the type of hidden interactions with the quite a lot of creatures, and a large number of it is usually almost about the gamers’ interpretation of the video games occasions, and discovering which means within the revel in.”
Crucially, although, that is all finished with the similar small pool of button presses. It could had been advanced for the builders to seek out such a lot of tactics to play with those toys, yet they didn’t need the participant to be slowed down through an unwieldy keep an eye on scheme:
“We would have liked Keeper to be an revel in that wasn’t particularly tricky to play,” says Petty. “It’s no longer a sport about keep an eye on, mastery or extremely exhausting demanding situations, as a result of we would have liked this kind of distinctive, weird-but-chill revel in for gamers to move on. We don’t have a necessity for all the ones buttons at the controller.

“And we additionally simply have a actually giant set of accessibility options the place other people can map the controls to what they would like. If they like to play with keyboard and mouse, or they play on a controller, we make stronger either one of them.”
For a sport this brazenly odd, it’s some way of easing you in – in all tactics, Keeper has been designed as a welcoming revel in, no longer an alienating one. You’re finding this global, no longer being repelled through it – and it sort of feels there’s an excellent deal to find. What I’ve viewed is from its earliest phases, and a literal cliffhanger on the finish of the demo – through which the lighthouse tumbles into an abyss led to through a bridge, neatly, ceasing to exist below its ft – guarantees that there are way more surprises to come back.
Keeper arrives for Xbox Collection X|S, Xbox on PC, Xbox Cloud, and Steam on October 17, priced at $29.99 USD. It’s going to be an Xbox Play Anyplace name, and to be had day one with Sport Move.
Keeper
Xbox Sport Studios
From Lee Petty and Double Fantastic Productions, Keeper is a gorgeous and surreal otherworldly journey, and a tale advised with out phrases.
On an island in a long-lost sea, a forgotten lighthouse stands dormant within the shadow of mountain height. As withering tendrils unfold and coalesce, it awakens. Thinking about a mysterious sense of goal and joined through a spirited seabird, it embarks upon a heartening story of not going companionship, an odyssey of mystifying metamorphosis, and an surprising adventure in opposition to the middle of the island, into geographical regions past working out.














