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Contre Jour

Score: 96%
ESRB: 4+
Publisher: Chillingo
Developer: Mokus
Media: Download/1
Players: 1
Genre: Puzzle


Graphics & Sound:

Contre Jour is a collection of everything that works in touch-based games. It combines elements of Bumpy Road with Cut the Rope and even tosses in a not-so-subtle nod to Angry Birds. Although it sounds like a knock-off meant to capture as much of the market as possible, developer Mokus has found a way to merge the collected elements into something unique and original.

I hate the "Games as Art" argument, but when a game manages to look and sound like Contre Jour, I kind of have to jump into the argument feet first. Contre Jour's look is every bit as mesmerizing as its gameplay. The monochrome color palette creates a beautiful world that is easy on the eyes. At the same time, it is hard to not get pulled into the world, especially in later levels when the black and white world is transformed into a black and neon blue wonderland.

If you own a pair of headphones, make sure to use them. The subtle soundtrack sounds okay through the iPad's (or iPhone; it is playable on both) speakers, but you really need the power of a great set of headphones to get the full effect. The music creates a relaxing mood that works well alongside the visuals and almost zen-like gameplay.


Gameplay:

For a game that combines so many elements, Contre Jour keeps its gameplay simple.

The game is inspired by the book "La Petit Prince" ("The Little Prince" for non-French readers) and stars an eyeball-like creature named Petit. Each level is limited to a single screen and challenges players to manipulate Petit's surroundings to reach a glowing blue portal.

Keeping with mobile trends, you can also try to collect the three glowing orbs scattered around the level. You don't have to collect them all, though you will need to go out of your way and snag a few to unlock new planets. Some are fairly easy to get, and you may even grab them as part of the solution, though others require a lot of planning and expert use of the various mechanics available.

What really struck me about Contre Jour is how lost I became while playing. There's a mental state referred to as "flow state," where you forget everything except for the experience. This is the exact feeling I had while playing. It was enough to occupy my time during a recent cross-country flight from Los Angeles to Atlanta, causing a nearly four-hour trip to feel like a quick jumper flight. I was stunned and pleasantly surprised.


Difficulty:

Levels range in difficulty; some solutions are incredibly easy while others are brutally hard. There's a nice ramp up in difficulty, though there are opportunities to catch your breath between tricky levels. If a level is giving you a really tough time, you can always skip out. You'll eventually have to complete it -- at least if you're looking for 100% completion or top spots on the leaderboard - though you aren't forced into completing every level. Instead, you only need a certain number of stars to advance to the next planet. Earning enough stars isn't incredibly hard, but will still offer a challenge.

One of the biggest, and probably only, issues facing Contre Jour is the amount of coordination required in later levels. A few levels require incredibly quick reflexes and exacting precision if you want to collect all three orbs. I wouldn't label any levels as insurmountable, though it is still hard to try and hit every part of the level at the right time.


Game Mechanics:

Mokus has done a great job at layering in Contre Jour's assorted mechanics. The first few levels introduce the game's core movement mechanic. Petit can't move by himself; instead you need to manipulate the ground beneath him, allowing gravity to take over. There's a limit to how much the ground can be manipulated, though there's usually enough play in the ground to build a nice head of steam.

Eventually you're introduced to a swinging mechanic, which is a lot like Cut the Rope. You attach tentacles to Petit, causing him to swing. Some tentacles have a bit of stretch, offering the opportunity to build up more swing momentum, while others are stiff. After a few simple swings, you'll come across puzzles that require attaching multiple tentacles to help Petit swing around deadly spikes or plants that will eat him.

New mechanics are introduced every few levels. There's a slingshot, adding in a bit of Angry Birds styled gameplay, as well as portals and air geysers. You're rarely required to use every mechanic in a level, though later levels really push what can be done with the available tools. One or two levels even toss in a red herring or two, though even then it might be an instance of using the tools to find different solutions.

Contre Jour is an example of an iOS game that manages to do everything right. Although mobile games sometimes get a bad rap from "core" gamers, I'd put Contre Jour up against most console games. It is an incredibly fun, creative puzzle game that everyone needs to add to their collection.


-Starscream, GameVortex Communications
AKA Ricky Tucker

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