
Sym is a puzzle-platformer that explores social anxiety disorder. Play as Josh, a teenage boy trying to reconcile a maze of two contrasting worlds that coexist within the blank spaces of each other - his perception of reality, and the world he created to avoid his fears.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Polish, Portuguese - Brazil, Russian
Engagement
Hours played at review time, across 37 reviews with recorded playtime.
Reviews
Sym is hard to really give a yay or nay on due to the fact that it's very much an experience that will be based on each individual. The game hits themes surronding social anxiety disorder, and those who are unfamilar with the affliction won't find a game that can make up for in its mechanics or gameplay. The gameplay is alright, there's a level of precision that the controls don't really help highlight, and while the switching between worlds can make for some interesting puzzle mechanics, it just doesn't have the grasp on gameplay to really succeed in that section. However, it has strengths in its theming and the concepts behind it. The ideas it touches with the way it presents its games in black and white and the way you escape from the world is really interesting, and even the mechanics in the gameplay itself play toward these themes. It's most definitely an experience, and it's a game that will make me remember it for a little bit at this point. It's not a good “game”, it's an experience. For some gameplay and commentary: http://youtu.be/an0Z2lyVy7c
The art style caught my eye when I was browsing through some indie games. This game isn't bad, but it's not incredible either. "Sym" isn't worth the original price or when I bought it on sale. You're just paying for the experience. The game starts off giving you the basics on how to play. Nothing complicated at all. (Arrow keys to move around or A,S,D,W) The most challenging thing you will probably face are the spinning turbines, that you have to avoid while jumping on to a safe spot. You just need to have patience in order to avoid the obstacles. This game shouldn't be rushed or you will die. Personally it's a frustrating game that made me itch all over. The vague and morbid messages are a tad too much for me. It felt like they were trying to scrap up some phrases and force them together. "God is not human" "That he should lie" "Not a human being"...It really depends on the individual and how they try to understand the game's message. Would I recommend this game to anyone? it's really tough to say. I wouldn't recommend it to someone who has no patience or isn't really to keen on trying to make sense of what the game is trying to say. My rating on this game: 6/10 (decent)
I know I'm probably not the only person who will try this game because of the premise, knowing full well that platformers and jumping puzzles isn't a strong point of mine. I can say that this will be, at times, so rage-inducing that it takes you right out of the amazing premise. I want to like this so badly, but spend more time angry than admiring the experience. As mentioned before - platformers and jumping puzzles are a complete challenge for me. It's not helped by the fact that the jump button doesn't always behave as intended (or, sometimes, at all) when moving/jumping simultaneously, and there are some blade deaths I really want to call "BS" on - and if I was better at this kind of game I might be able to overcome those glaring issues. I have died 200+ times, averaging almost 15 per level, though a couple levels make up for 50+ each. I'm not sure I'll be able to finish (my profile says something like fourteen hours, it's been less than half that so far, I have a bad habit of letting things run in the background). This is a fault of mine. I just kind of hoped a game about social anxiety would be more approachable across the board, and more of an artistic expression of that kind of life (which I live), but I can't sit back and enjoy that as it's simply in a form that is impossible for me to enjoy, despite trying really hard to grind through it. I *want* to recommend the game, and do, because I know the shortcomings are mine - but I have to rate this from the perspective of other people who may be more like me than the other reviewers - curiosity-seekers thinking of taking a risk on gameplay that isn't for them because they struggle with the game's main themes and want to see that reflected in a game. [edits because I can't math at 5:51am]
[table][tr][th][h1][b]FR[/b][/h1][/th][th][h1][u]Impressions[/u] : [/h1][/th][th]v. 1 -[/th][/tr][/table]Sym est un petit jeu de plateforme minimaliste tout en noir blanc. Il est doté d'une direction artistique typée et unique. Il offre plus de 40 niveaux, un SDK et un support Workshop. A l'intérieur vous incarnez un personnage qui peut voyager dans la lumière ou bien passer de "l'autre coté du miroir" pour voyager dans l'ombre, juste sous la surface du terrain. L'ombre renverse donc votre point de vue mais elle n'affecte ni le parcours, ni la gravité. Cela permet en passant successivement de l'ombre à la lumière de tailler son chemin au travers d'un niveau pour atteindre la sortie en vie. Comme on pouvait s'en douter, il n'y a ni PV, ni checkpoint, vous êtes soit mort soit en vie, votre niveau est soit réussi soit échoué. Sym offre 2 particularités principales. La contruction des niveaux, elle est toujours très proche d'un grand carré, vous ne montez pas encore et encore pour atteindre la sécurité. Ce n'est pas non plus une aventure side-scrolling faite d'une longue fuite vers la droite. Sur le terrain, la plupart du temps, vous ne verrez pas où se situe l'issue, il faut explorer. De la même manière et malgré des indices, il est rare qu'un chemin clair et explicite s'offre à vous. Vous allez devoir tatonner, aller voir et vous adapter. Bien souvent vous ferrez un saut convaincu que la sortie est là, à quelque pixels de vous mais tomberez finalement dans le vide. Souvent vous verrez la sortie, tout à côté du point de départ, "aller à gauche, à droite" il faut se lancer dans une direction en espérant qu'elle mène à un détour débouchant sur la sortie. C'est amusant, moins frustrant que ça en à l'air srtout. Quelque fois, il y a même plusieurs chemins pour finir un niveau. Mais leur construction n'est pas procédurale, donc à force d'essais/erreurs l'expérience s'affaiblit. Sym agrémente toujours ses cartes de pièges, de danger mobile et d'interrupteurs pour déclencher une modification temporaire du niveau (apparitiond'une nouvelle voie pour une courte durée, des ponts qui s'effritent derrière vous, etc.) La difficulté général est moyenne et si les derniers niveaux sont coriaces sur la fin et la courbe d'apprentissage parfois très raide on n'est pas dans une expérience "Hardcore". La seconde spécificité, c'est l'univers original où se déroule l'aventure, il est très sombre, très racé. Il est inquiétant mais dérangeant avant tout. Au fur à mesure de votre avancée, de courtes phrases s'enchainent et courent sur les murs. Des phrases qui se moquent de vous, vous guide ou viennent vous troubler tant elles sont énigmatiques. L'effet fonctionne bien mais il pourrait allez plus loin artistiquement. J'aurai aimé des sensations plus fortes, plus tranchées. De même, entre la gestion du timing et votre progression, il n'est pas nécessairement évident de s'attarder sur chaque phrase. Sym est un bon plateformer mais je le trouve trop timide, trop de non-dit mais même comme ça, c'est un titre qui marque. [Dans la même niche, vous pourriez, d'après moi, expériementer d'abord Closure (Noir et blanc et énigme complexe] ou encore Visilibty (éclairé un chemin complexe avec un nombre réduit d'éclairages à placer soi-même.][quote][h1]N'hésitez pas à réagir, que ce soit pour une question ou pour signaler une erreur[/h1][/quote] [table][tr][th]- -[/th][th][url=http://steamcommunity.com/id/smithfield]Smithfield[/url][/th][th][url=http://steamcommunity.com/discussions/forum/12/617328967244490669/][h1]Ajoutez-moi, si…![/h1][/url][/th][th][url=http://steamcommunity.com/discussions/forum/12/617329150699182932/][h1]Critiques:Les règles[/h1][/url][/th][/tr][/table]
Allow yourself to go deeper: At it’s most basic level Sym is a puzzle-platformer similar in style to a number of other titles on Steam. For those who just want to get that out of it then you will. However, for those who allow themselves to philosophise about the game you’ll get so much more. I really would like to challenge you to do so because what you get is something far greater than just another twitchy puzzle-platformer. Sym as the Steam description explains explores social anxiety disorder. The game explains very well the type of reality versus the make believe – two very different worlds that exist in the mind of somebody with such a disorder. These disorders include people on the Autism spectrum which has become increasingly common in today’s society. If this describes you or somebody that you know then Sym does as good a job as any piece of media across any medium that I have experienced to do so. Clever art and game design: In order to communicate the differences between the two worlds we are given two spectrums to play in – the light world which is based upon the fringe of reality and the dark world which is established as the make believe. However, the game design delves much deeper than just offering the light and the dark. The types of traps that are featured throughout the game are certainly metaphoric of the types of ‘traps’ that people suffering social anxiety issues deal with every day. An example that was particularly poignant to me was the usage of the Venus flytrap. This encapsulates perfectly those who are frightened to escape their make believe because they feel like once they leave their dark, safe place, that they will be captured and eaten alive. Great music but it does become repetitive: The music suits both the art and game design. However, it is one of the areas that I felt was a little bit of a let down. It sounds good enough but it becomes overly repetitive very quickly. I ended up turning the sound off as I played which is not what Atrax Games would have intended. It ticks the boxes: I believe that Sym ticks all of the boxes that players would be looking for in a puzzle-platformer. At 44 levels the game is certainly long enough given the deeper context of the game. Externally, the fact that the game comes with both Steam achievements and is a part of the Steam Trading Card program provides something for the achievement hunters and badge collectors. It’s good to see that Atrax Games and/or the publisher, Mastertronic, have taken advantage of what the Steam platform has to offer. As we’ve discovered with other puzzle games on Steam not everyone is as intuitive as what is the case here. If you’re going to put a game onto Steam then I would urge you to maximize your game’s potential by doing so. It not only shows that you know what you’re doing but it shows that you care about your product as well. Sym isn’t so simple: The final note that I wanted to raise was that the game is not as simple as it looks. The game play can be challenging and perhaps a little unfair at times. However, the challenge is an enjoyable one. There will be stages that completely do your head in and force you to put tremendous thought into finding the solution. Rather than being a negative I argue that this is a positive as it helps Sym provide the necessary understanding of social anxiety disorder. This is how people feel that experience it. Sym takes the important issue of social anxiety disorder head on and succeeds in a way that few other pieces of media across any medium have done before. There’s a pretty solid game here too. For reviews similar to this and our daily giveaways please visit http://www.steamified.com/
На первый взгляд игра представляет собой что-то интересное. При знакомстве же с ней мнение кардинально меняется. Совершено однообразный геймплей, совершенно лёгкие уровни, проходящиеся, по сути, секунд за 20-30 каждый (единственная сложность - перепрыгнуть очередного монстра), однообразная и надоедающая музыка. На постоянно встречающиеся надписи типа "повсюду глаза" и т.п., которые, видимо, должны усилить атмосферу игры (которой нет), внимания практически не обращаешь. ЭТО может быть и понравится каким-нибудь жёстким асоциальным личностям, маленьким ноющим девочкам-эмочкам (верните мой 2007) и разным жёстким интровертам ("о, это же про меня" быть может скажет один из них). Не более того. Безусловно, на вкус и цвет товарища нет, но... 2из10. Совершенно неинтересно, однообразно и надоедливо.
Sym suffers from the "been there done that" mentality. In the crowded field that is the puzzle/platformers genre, it is ridiculously hard to make your game stand out, be fun, and unique. Sym attempts this with its moody tones/art and some upside down platforming. In the description of the game, you play Josh, a teenage boy with social anxiety disorder. The entire game is supposed to be some sort of metaphor for the mindset and thoughts this kid is having. Only problem is that I was more distracted by silly controls and bad hit detection, then I was by the text that floats in the background. I am getting ahead of myself though. Sym gives you the ability to switch sides of the level. Everything is divided by black & white. You will need to use your ability to flip the level to get past certain puzzle challenges or obstacles. Obstacles can range from man eating plants, spinning blades, and giant monsters that eat you. The goal is to get to the door that is somewhere in the level and move along. For the most part the level design is done fairly well, however there doesn't seem to be a consistent difficulty as you make your way through the 44 levels. One level is incredibly hard and then the next incredibly easy. The levels do usually follow a theme though, pertaining to a new obstacle. Where things begin to fall apart is the controls. It currently has zero controller support and very poor collision detection. Let's start with the spinning blades, they can kill you whenever they want. I have died standing in a block next to one and then lived while standing on top of one. Then there are the man eating plants. These are an instant death, no chance is given to move away from the block that it spawns from. The monsters are more or less easy to avoid for the most part. The platforming, which is the key component to the game is messy. You clip when you jump through a block that is 3 blocks high, it doesn't appear like you should be able to jump this high but you can. I never felt that the controls were very responsive and most of the time I felt I was just lucky, instead of being able rely on my skills. Luckily, death isn't too punishing in the game, with an instant reload that takes you back to the beginning of the level every time. Starting at the beginning isn't new to harder platformers in the genre. The theme of Sym is something that is eye catching, an unusual blend of strange art and doodles. Now I cannot comment to social anxiety disorder, what I can comment on is how I perceived the game. The game tries to deliver a message or vibe through narrative as you make your way through the level. Floating words that describe a particular thought or emotion. This works in theory for about the first 3 levels. Then I stopped reading it because I had to focus so intently on making jumps because of the poor hitbox detection. You simply begin to ignore it and look for the door out of the level so you can end it and not have to start over. I honestly wish I could tell you what the story was about but I simply just didn't have the chance to notice it. I felt this could've been avoided with more cut scenes inbetween levels. For a game that was aiming to be more like art, it seemingly focused on the level design more than anything else. Words in a background, do not a story make. To be fair, I don't have social anxiety disorder. There is a chance that I simply have a disconnect with the subject matter. Returning to the visuals, the art of Sym is striking, you will either love it or hate it depending on personal preference. I found myself enjoying it though, with the art style feeling reminiscent of something found in Limbo. The music in Sym is done quite well, hitting a perfect balanace between moody and downright eerie. The tracks changing as you flip through the worlds really drives in the fact that these are two different worlds. Options wise, Sym finds itself lacking. There are no resolution or graphics controls whatsoever, nor even sound/music sliders. You can toggle the sound off/on and put the game in windowed mode. That's about it. Where Sym did manage to impress was its level editor and shared community levels. Creating a level and sharing it with others is extremely easy and having personally played some of the user made levels, was a very enjoyable experience. Unfortunately the amount of user made levels isn't impressive and I quickly found myself wanting more. Like I mentioned earlier what it comes down to is "been there done that" mentality. I have played Puzzle/Platformers and while Sym does strive to be different, it felt like it needed more. If you're aiming to be strange, go all in. If you want to be a difficult game, go all in. If you want to speak about a mental disorder. go all in. I want to know the insides and outs of this disorder. Make me understand what it is like to have social anxiety. Sym didn't accomplish this for me. As to the other aspects, it was fun but it isn't the greatest platforming experience. Especially when its in such a saturated genre. The game does have quite a bit of levels and like I mentioned, with user made levels has the potential for more, if people suddenly start making more levels. So there is some replay, but that could be limited. Perhaps if you enjoy making levels and challenging yourself this is something that may appeal to you. At the end of the day, I wanted to like Sym, I wanted to hear its message and understand what was going on, but I felt like silly hitboxes and some designs held it back from doing this. I wanted to take the plunge. Now comes the hard question. Do I recommend the game? Sym has affected some people in many personal ways, given them a form of cartharsis that some games never will. However I didn't feel that way. I only looked at this from the angle of a game. In truth, Sym speaks to people in different ways. I can't be the judge of how this game will affect you. You may love it and understand all of its themes and overlook its shortcomings. Plus its pretty damn affordable too at $7.99. On the other hand you may find yourself asking what it is you bought, with so many other games in the genre. It doesn't innovate all that much and doesn't really redefine the wheel but Sym never aimed to do that. What it does aim to do is present an image. One that isn't clear to me but may be to others. So decide for yourself, experience what you can of the game and then make a educated decision. Try the demo.
This game is one of the most unique games ive ever played. Has a great message behind it. Its actually really fun and has a really cool mechanic behind it. Its 100% worth your time and money. Really nicely done! This game needs more credit!
Below you'll find a video and written impression on the game https://www.youtube.com/watch?v=-wz9otzZ0wc Sym is an interesting puzzle platformer that utilizes both the negative and positive space in the level design. You'll be trying to get from point A to point B, but there are multiple dangers and obstacles to over come in each map. From dangerous saws to man eating plants, there is a fair amount of things to avoid. But other than dangerous obstacles, the game will require the player to think about using both the positive and negative space to traverse the world. If you find a ledge too high, go into the negative space where gravity is also reversed. Through that, you'll be able to reach platforms that would otherwise be unreachable. It's a bit of a fresh take on puzzle platformers, and the positive / negative space mechanic is smartly designed. Aesthetically the game has a very interesting style. Every thing is rendered in a black and white, almost pencil sketch look, with a very surreal design behind it. The music is pleasant and suiting to the armosphere. It's a pretty good looker with out stressing out your machine. Though Sym is a pretty satisfying puzzler with some unique ideas, it's not perfect. There are some serious quality of life issues that needs to be addressed. The game feels like it would suit a gamepad perfectly, yet has no gamepad support what so ever. There's also minimal options for the player to tune, and the resolution isn't in proper 1080p. These issues feel like short comings and mar the overall quality to the game. Overall Sym is an interesting puzzler with a unique look. The levels are satisfying to solve, though the game could use some better features and options. Pros: - Unique positive / negative space mechanic - Interesting surreal look - Good soundtrack Cons: - No gamepad support - Poor options
Keyboard-breaking frustration in puzzle platformers isn't new in the independent games market, with one of its most popular ones, Super Meat Boy, being extremely successful for not only it's gameplay but for its difficulty too. Sym, developed by Atrax Games and published by Mastertronic, is no exception to this, leaving the player growling in frustration at the screen after they've died for the thousandth time. However, what Sym tries to do is tell a unique story through its visuals and gameplay that symbolize the experience of anxiety. Not just normal butterflies in the stomach nervousness, but actual social anxiety that can be crippling to someone's life. This makes this game quite an interesting beast to try to understand; while you may peel back a few layers to what's going on, there's no doubt more going on beneath the surface. You play as Caleb, a lanky shadowy man who lives on the fringe of reality, wanting to conquer his fears, and Ammiel, a white tentacle creature who lives detached from the world around him, allowing his fears to get the better of him. They are both alter egos of a boy named Josh, and each of their worlds represent separate sides of how Josh perceives things; two distinctive characters with similar playstyles, but different things to conquer in their own respective worlds. For example, with Caleb you'll run and jump over ledges, walking over hidden spinning blades very easily, but then you come across a wide open monstrous eye, then you switch to Ammiel who avoids the eyes because he lives in his land of shadows. You switch back and forth between the two characters in order to get through each of the many puzzles there are in the game. Each puzzle has a cryptic message written there that can have tips on how to get through the level, but the player can also easily perceive it as talking about the games overarching theme and plot. For the most part, the player is left to their own devices; the game only tells them the controls at the very beginning of the game and will warn them of new obstacles when they enter the first puzzle of an area. Beyond that, if you can't figure something out you are out of luck. This is one of those games that requires near perfect execution of all of your platforming, which is guaranteed to frustrate some people. This is Super Meat Boy levels of hard, and it will mess some people up. There are points where you can actually get stuck and be forced to kill yourself in order to get out of those situations, which is a real hassle. While these moments are few and far between, it is still annoying when this happens since now you have to redo everything you just did. This game expects you to know what you're doing and will not show you any mercy. This only gets frustrating during the longer puzzles, because there's no checkpoint system. This means that if you die from one of those lovely one-hit deaths, you're going back to the start, no exceptions. A checkpoint system would have been nice in these situations, but at least there are no lives in this game so you can die as many times as you want. That said, it is still a little bit embarrassing when you are on the level select screen and the game shows you just how many times you died. [url=http://www.noobfeed.com/reviews/1140/sym]Full Review[/url]
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