Official_Xbox_Magazine_USA_Issue_202_July_2017
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“Being confined<br />
to a snaking line<br />
of corridors and<br />
small rooms is<br />
very unsettling”<br />
RiGHT why do<br />
tyres always<br />
seem to hang<br />
ominiously in<br />
the foreground?<br />
faR LEfT we<br />
already told<br />
this annoying<br />
bunny boy that<br />
we returned<br />
his copy of<br />
watership Down!<br />
LEfT Scarlett’s<br />
brother finn<br />
is quite sweet...<br />
except when<br />
he’s setting<br />
things on fire.<br />
073<br />
we berate a naughty child, or would<br />
we recognize his vulnerability?<br />
The story of Scarlett and Finn soon<br />
becomes the most striking element<br />
of the game. Like a lot of sibling<br />
relationships, their interactions are<br />
veined with antagonism yet couched<br />
in affection. Through them, the game<br />
shows just how much we lash out<br />
and hurt the people we care for the<br />
most. “This is why you don’t have any<br />
friends,” Scarlett hisses at Finn after<br />
finding out he’d punched another boy.<br />
“He’s not my friend. I hate him. I hate<br />
you!” Finn roars back. In places like<br />
this, the game positively stings.<br />
The actual mechanics of the<br />
game are very simple, centring on<br />
exploration and a series of puzzles.<br />
At first, these puzzles feel inspired,<br />
and are tricky enough to stump you<br />
in a few places. They reward your<br />
curiosity, too: Interacting with objects<br />
will tell you more about the siblings,<br />
and unlock different parts of the train<br />
SeVentH<br />
HeAVen<br />
PaperSeven is a<br />
small, independent<br />
studio based in<br />
brighton. it’s made<br />
up of ex-employees<br />
from the defunct<br />
AAA studio black<br />
rock Studio, who<br />
made racing games<br />
like Pure and Split/<br />
Second. the team<br />
is joined by oliver<br />
reid-Smith, who<br />
wrote fireproof’s<br />
puzzle series the<br />
room and helped<br />
design the burnout<br />
games. blackwood<br />
crossing marks<br />
a new direction<br />
for the members<br />
of PaperSeven,<br />
swapping highoctane<br />
thrills for<br />
magic and mystery.<br />
as you try to find Finn. One particular<br />
puzzle, however, is repeated three<br />
times. At first it’s effective, but once<br />
you’ve figured it out, it’s very easy<br />
to piece together again. Including<br />
puzzles of different calibres would<br />
have helped the game feel fresh.<br />
Passion project<br />
But what makes Blackwood Crossing<br />
feel special is its devotion to magic,<br />
and the imagination of children. In<br />
one breathtaking scene, a tree grows<br />
in the middle of the train, breaking<br />
into the ceiling and emerging in<br />
Scarlett and Finn’s treehouse from<br />
back home. Scarlett can also breathe<br />
life into paper butterflies, and in one<br />
disturbing sequence, Finn’s rage sets<br />
fire to all of their childhood relics.<br />
The game brims with this dreamlike<br />
logic, especially when Scarlett tries to<br />
uncover who the masked figures are.<br />
Like people plucked from Salvador Dali<br />
paintings, they flicker like holograms<br />
and hide their faces behind tribal<br />
masks. It’s a simplistic gimmick, but<br />
one that’s eerily effective.<br />
Blackwood Crossing may be too<br />
light on action for some players but<br />
it’s a touching experience: a portrait<br />
of childhood and an exploration of<br />
how memory and perspective can<br />
change a single scene for two people.<br />
A game where two children navigate a<br />
strange world, it’ll bring back strands<br />
of your own childhood, and the people<br />
you loved along the way. n<br />
oXM verdict<br />
the puzzles may<br />
be easy, but this<br />
is a beautiful and<br />
genuinely moving<br />
ode to childhood.<br />
8<br />
More great reviews at gamesradar.com/oxm<br />
tHe officiAl XboX mAgAzine