Stacking is as shallow and devoid of substance as the hollowed out Russian nesting dolls that occupy its world.
Since 2005,
Double Fine Productions’s idiosyncratic creations, when condensed to pictures and video clips, capture the imagination, but when explored through play, their games leave something to be desired. Past titles, such as
Psychonauts and
Brütal Legend, were filled with underdeveloped ideas sandwiched between unpolished controls and production values of an Oscar-worthy animated feature. The bizarre world of
Stacking, inspired by silent-film-era aesthetics, industrial backdrops and quaint European humor, is no different.
Even with its prepubescent sense of humor (there are farts and burps aplenty) and small, stilted environments, the world of
Stacking is a spectacle that stands out from other games. The variety of character models and environments keep impressing throughout the brief four-to-five hour game. The same can’t be said for the game’s puzzles, which are childish in the worst sense possible.
The game opens with a narrative told through text complemented by piano, replicating a silent drama you might find at a theater in the 1930s. Charlie Blackmore’s family, all Russian matryoshka dolls of varying sizes, are forced into labor, including the children. Charlie is so tiny that he is deemed useless and left behind, but it’s up to him to save his family and put an end to child labor. As Charlie, the player solves environmental puzzles that involve taking on the role of other stacking dolls and using their abilities. You can stack up to five dolls, increasing in size and ability with each new doll. The abilities vary from being funny but pointless (serving tea) to being the obvious solution to a problem; often too obvious.
For example, one puzzle presents a cartographer that you need to make leave his room. On his wall is a collection of maps written in ink, and right outside the room is a shipmate scrubbing the walls. It doesn’t take much to connect one and the other when the problem and solution are consistently in close proximity to each other.
Stacking never makes you feel clever for solving its logic obstacles because that would require the puzzles to be clever to begin with.
For a puzzle game whose biggest challenge lies in organizing people into lines by size, Double Fine working on a
Sesame Street game for Kinect shouldn’t come as a surprise. On a basic level, the mechanics of
Stacking could have provided a brilliant challenge involving complex chains of action and planning. Instead, the game encourages you to walk around and solve puzzles through trial and error.
Once you tune into the game’s juvenile humor, the obvious solutions only become easier to spot. If an opera singer can’t open a vent shaft, then hop into the guy next to her that can bend over and fart into it, driving away the people on the other side.
Video games are only the medium for the visual works of art Double Fine creates. Since 2005, critics and consumers alike have excused the developer’s shallow games because the elaborate worlds and imaginative art direction of each project have proven enough to delight.
Psychonauts and
Brutal Legend, despite being financial bombs, are remembered fondly for their characters, worlds and unique visuals.
The constant displays of whimsy and imagination make Double Fine a hard studio to dislike, but
Stacking suggests that its focus on brief, downloadable titles has only further stunted its ability to create games of depth and complexity. Double Fine is a wonderfully talented animation studio in the wrong business.