One of the worst things about the industry today is that there are just so damned many games coming out at any one time. One of the best things about it is that thereās no end to the variety between them. A game can be about basically anything, and developers are constantly exploring how far they can push āanything.ā
Iām not sure Jake Clover’s Cape Hideous is about anything. Iām not even sure itās about something. It could be! Maybe Iām just too daft to see it. However, from what I can tell, itās just one really strange slice of life told with an extremely ugly but captivating art style.
Youāre dropped with little explanation on a ragged but massive ship on the ocean. You play as a woman who smokes three pipes simultaneously; an impressive feat, to be sure, but youāll soon meet those who can juggle more. The ship is headed toward a nasty-looking storm, but whether theyāre going toward it intentionally or not isnāt really revealed, even by the end. However, the ship is in extremely rough shape, so thereās work to be done if itās going to weather it.
You arenāt told what you should be doing, but you can only move on a 2D axis. Pick a direction and see where it goes. Youāll eventually find a knife, and then youāll find that you can climb the mast. Along the way, youāre treated to the sights and sounds of the other inhabitants of the ship as they work away. Thereās not really any indication that youāre the shipās captain or anyone important, or even if there is a captain at all. Youāre just left to explore.
The most striking thing about Cape Hideous is that itās, well, hideous. The whole production looks like it was created in MS Paint with a trackball mouse. The fill bucket has been worked hard. However, it doesnāt demonstrate a lack of artistic ability. On the contrary, the ship is alive with fine, elaborate detail. There are a lot of moments where it makes great use of perspective to give everything a surreal quality. Its lo-fi, almost childlike art style is no doubt deliberate.
The goal of the game, if you can call it that, is to simply explore. As you do, the protagonist will start pulling down flags from the mast. Sheāll also meet characters, and while many of them are ignored, there are some exchanges, as well. There is no dialogue, however, and the surreality is often at its peak during character interactions.
Youāre never directed where to go, at least not explicitly. There are only so many places you can go (youāre on a boat, after all), so if itās not obvious what youāre supposed to do at that point, youāre never far from figuring it out. The fact that youāre never told what to do but never left wandering gives Cape Hideous a much more organic feeling than youād probably expect from any 2D walking sim.
Which is perfect since Cape Hideous is entirely vibes. The quiet ambient sounds of work, wind, and the sea can be heard beneath an acoustic guitar-heavy soundtrack by magicdweedoo (of Dryft City Kyngs fame). The store page also suggests in all-caps, āBEST EXPERIENCED WITHOUT DISTRACTIONS, WITH NOISE-CANCELLING HEADPHONES.ā I didnāt do that, but I can see where that would be beneficial.
But when I say that Cape Hideous is entirely vibes, I mean that itās entirely vibes. If you havenāt picked up by now, itās not a game aiming to provide a challenge or some unique gameplay hook. Itās a 2D walking sim without any sort of puzzle element. I hate that, and thatās something I need to warn about, but I understand that even among people who enjoy these sorts of games, thereās generally a mood for it.
Itās also a very weird and art-forward game. As much as it looks thrown together, thereās a substantial amount of depth to its aesthetic. Repeated playthroughs allow you to glean more information from the environments, and the sound design meshes with whatās going on so well that it might as well be a scripted cartoon.
Because it so deftly handles its presentation, it works as more than just an art project. You donāt have to fully grok any sort of message from it or even understand the story that is being told. You can simply immerse yourself in the gelatinous vibes of maybe pirates. There might be substance abuse involved. Iām not sure. Iām not entirely confident that I understand what the hell is going on in Cape Hideous.
Which is fine. It took me just North of a half-hour to get through it, and I have no regrets. It does what it needs to do, provides a unique and memorable experience, and then sets sail again. The best part about the state of game development right now is that games can be about anything. And Cape Hideous is certainly anything.
Published: Dec 9, 2024 01:59 pm