Also on: PS4, PS3, PC, iOS, Android
Publisher: LOOT Entertainment
Developer: Bedtime Digital Games
Medium: Digital
Players: 1
Online: No
ESRB: E
If I were to take the lazy route for reviewing Back to Bed, I would just copy last weekโs review of The Bridge, substitite in โSalvador Daliโ for every mention of Escher, and call it a day. Because really, weโre talking about two very, very similar games: both are puzzle games based on the works of surrealist artists that came to PlayStation platforms within the last few weeks. If it werenโt for the fact one is in colour and the other in black and white, it would probably be impossible to tell them apart.
Obviously, I guess, the puzzles are a little different, since The Bridge played out on a flat, 2D plane, whereas Back to Bedโs world is significantly more three-dimensional. And where gravity guided the main character of The Bridge, in Back to Bed youโre controlling a weird little dog person who, in turn, is trying to get a sleeping person (you guessed it) back to bed. Back to Bedโs world is also more surreal โ which makes sense, since Dali is arguably the most well-known surrealist painter ever, whereas Escher drew from other styles.
But seriously, these games are weirdly alike.
I do find it a little surprising that, out of the two games, Back to Bed is the one whose origins lie in mobile gaming. Actually, to be blunt, the thought of that this game couldโve been played on a touchscreen device boggles my mind: it would be incredibly frustrating. Back to Bed requires a annoying degree of precision when it comes to putting down the apples that change the sleepwalkerโs direction (a sentence that makes much more sense in the context of the game). Itโs hugely challenging on the Vita, with buttons and thumbsticks, so I canโt even imagine how this game wouldโve worked on an iDevice.
At the same time, itโs hard not to suspect that Back to Bed intentionally has tough controls to make up for the fact the puzzles themselves arenโt that hard. Much of the challenge here comes in keeping the dog-person ahead of the sleepwalker; if the controls worked more smoothly, itโs easy to imagine you could just blow through the 30 levels here without even breaking a sweat.
Which leads to the bigger question facing Back to Bed, which is: why play a game whose difficulty comes from the controls rather than the puzzles? Sure, its art is pretty cool, but certainly not cool enough to make up for its annoying challenges.