
Sometimes art isn't the product of a grand vision but rather the process. It's hard to know what you are trying to say until you've already said it.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 34 reviews with recorded playtime.
Reviews
I have some extremely mixed feelings about this game. I came into it hoping for an experience analogous to Proteus or Shape of the World, and got something quite different. It remains to be seen exactly how much this has colored my view, but I suspect some of my initial disappointment which opened me up to see the flaws I now see was due to that. I should also mention that I too am a game developer and, to a certain extent, I see some of what's being said in Pattern in myself and the way I think about my projects. Some of the ideas and techniques presented here are phenomenal, so in no particular order, here are the notable pros I see: 1) The concepts involved, "narratively"-speaking, and the way they're weaved into the procedural levels is quite interesting. I enjoyed wandering around these strange, sometimes liminally-charged, spaces just thinking about what the placement of these objects might represent and why this-or-that choice in was made in the construction of this game. 2) The art style and model choices were well founded and all make sense together. It's a darn pretty game, to be sure. Of particular note for me were the texture used for the starry nights, as well as the wake/rest screen-space effect. Very very interesting and whoever came up with those should be commended. 3) Procedural music is HARD, and this game appears to have an idea about what its soundscape should be like, and I think what comes together while playing is very evocative. I use the word "evocative" rather than "pleasant" only because there are certain segments which evoke actual dread and I can't bring myself to describe the feeling as necessarily positive, but any word in line with "vivid", "evocative", etc works quite well. Now, with all those being said, I have a parallel set of gripes for each of them which, unfortunately, pulled me out of the experience too much to be able to recommend this game to anyone outside of developers interested in a unique case study. Here's the less fun parts: 1) While the narrative idea is solid, it's my opinion that any narrative which is told through non-diegetic popup text is inherently weaker for it. So much so that I believe the idea should be scrapped if you can come up with no other method of telling your story. It's also worth pointing out that some of this narrative text is missing punctuation, which I suppose may add to the "rawness factor" if that's what you're into, but for me came off as unprofessional. The last gripe I have, narratively-speaking, is one particular line about "having the scars to prove it", which may have significant meaning to the developer, but comes off as a bit edgy, and not in a cool way. 2) From a visual-design standpoint, there's some things that could use improvement. Particularly in the case of wandering through trees, sometimes you'll end up with a completely monotone'd screen for 3-5 seconds at a time, which, in my opinion, should be a "never" event (as it can appear to the player as though some sort of glitch has occurred). Additionally from a more technical perspective, there is a noticeable amount of pop-in for objects being rendered which should've been avoided either through more optimized rendering or through some kind of visual effect to soften the blow, and the sudden shift in lighting conditions when moving from day to night or vice-versa is startling and does not give off the appearance of being intentional. 3) The soundscape is, as I said, very evocative and emotionally charged, which is quite impressive for procedural generation. That being said, I think the constraints used to prevent anything from sounding "wrong" ultimately led to music which is very one-note. I was emotionally affected by the music, but there was nothing particularly surprising to me about it. There was never that moment that we all search for when making procedural music where we say "oh man I didn't know it could do that!", which ultimately leaves the whole thing feeling a bit wanting. On the audio-technical side I also have a few gripes: popping occurs due to a lack of ramp-up/ramp-down policy. As an audio programmer, I'm very saddened by this. Further, it's not well-communicated how your location and environment interact with the soundscape and should've been made more obvious to the player both from a visual and sonic perspective. To be very clear: I don't hate this game. I'm not planning on refunding it. I think it gave me a significant number of things to think about for my own professional development. I just can't, in good faith, recommend this to anyone who's not already so heavily invested in the genre that they'll buy this game before looking at reviews.
The game is visually beautiful and the music is calm and relaxing, however I simply cannot recommend this game. During my playing time I quickly tired of exploring as the only objects I could interact with were blue orbs that provided a narrative to the game. The game appeared to lack direction in development which produced a game with a lack of substance, the narrative in Pattern supports this opinion as the narrative is purely about the development of this game. Feels more like a tech demo showcasing skills to a prospective employer than a full game and the steep price does not represent value for money. Honestly, I'm just disappointed in Pattern, it could have been so much more.
Well, this wasn't really what I hoped it was. I wanted a strange place to explore and lose myself in my own thoughts. At first it seemed very much like what I expected, but then I got to the text. I have a hard time with these kinds of games. I want to like them, but when they start telling their personal story with it, breaking you out of your immersion as a gamer.... well... the experience (for me) is ruined. I am a writer. If I was writing a scene, walking in a forest for instance, with a crumbling tower in the distance, and then suddenly said "I sometimes wonder if I am really good enough to write these scenes", it would probably make you put the book down. That's about how I feel about this. I will keep it however, because as long as I avoid the text spots, at least I still have an interesting world to wander and explore in. 6/10 (I wish I could have an 'informational' on regular reviews, like on Curator reviews.... I can't say really Yes or No on this one. Let's just call it 'maybe'. :) )
The value you get out of a game like this is all dependent on the expectations you have in a simple yet stunning walking simulator. $15 will seem like rather pricey for those looking for hours upon hours of immersive gameplay. If you openly welcome this form of art and allow yourself to get immersed in it's ambiance, you will love it. Honestly, I have to recommend it to those that need to find solace during our planet's dreary state of hope. Titles like these are essentially journal entries of the developers personal feelings, filled with beauty and curiosity. If one can find healing properties within games like these, than the cost won't bother you. Now scram, kid!
I am a huge fan of Eidolon so I purchased this game as soon as it became available. Once again, beautiful scenery and music from this wonderful development team. The views and sounds will give you chills. I'm happy to support independent developers. This is a perfect fit if you are looking for something relaxing and with no stakes whatsoever.
Nice relaxing, beautiful walking simulator. If that's your bag you'll like it!
Game is stunning...it's really well done. The graphics, the color changing through out the game, the night time is truly breath taking! I love this game, it's like meditating , a perfect walking simulator! Hope they update it and add stuff! (P.S. Can night time be extended?! It's so beautiful and it goes away so quickly!)
very nice pc game! top walking simulator! I realy like it! you can play it!<333
experimental way to describing developer's creating an artful game idea
Pattern is very simple first-person walking simulator focusing on exploration. You just need to run from fire camp to another fire camp resting and waking up. The music is relaxing and the environments are appeasing, Although it is more a work of art than a game, it is an enjoyable experience. The maps a randomly generated as well as the music. Overall it is similar to Eidolon. https://www.youtube.com/watch?v=QHiGWZVtL34
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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