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Writer's pictureArielle Danan

Emotional Development: Lair of the Clockwork God Review (WARNING SPOILERS)

Updated: May 15, 2021

Contemplating, philosophizing, and making an imaginative reality, a place where anyone can access. By the flip of a switch or the click of a mouse is only half the world of the lair of the clockwork god.

A Steady Platform: lair of the clockwork god creates a world in which you the player are trying to stop the apocalypse from which you created awesome right? Going on an adventure with Ben and Dan you go through puzzles, classic platforming simulations, wall grabbing, and CRAFTING many an item. I found myself thoroughly impressed not only with the writing but how well the game flowed in unison with the story. Sometimes there are certain departments that lack in games when there is a lot put into it, but this was well balanced and engaging throughout! In each section/chapter of the game, the story became more lustrous; more pieces filled the puzzle which leads me to become emotionally involved, which is dangerous. I needed tissues, and becoming emotionally vulnerable is a sight that the bravest knight would not dare see... At first, when I was at the beginning of the game I saw it as a cute platformer with witty parts, dry and sarcastic in others and it had a sense of humanity to it. A lot of platformers that are created now, especially indie ones, I will admit lack charm, and wit. Granted not ALL games are meant to do that but the ones that do and can carry it well like this one I really appreciate.

The Constructs That Carry Us:

In philosophy a construct is an object which is ideal, that is, an object of the mind or of thought, meaning that its existence may be said to depend upon a subject's mind. Each construct within the lair of the clockwork god is of the mind and of the experiences of Ben and Dan. Each emotional adventure that they go on is teaching a computer basic human emotion, such as but not limited to: love, anger, empathy, sadness grief, etc. Going through this game you are going through different platforming adventures that teach the computer the emotions needed to stop the apocalypse. Also on the same spectrum, Ben and Dan learn something about themselves as well such as not regretting choices made to get back to London from Peru, from picking the flower format C, to hanging upside down in an anti-gravity field to get a RAM chip to experience another construct for a piece of human emotion that is simple for them, complex for a computer.

A computer's language is based on ones and zeros, what makes this game very special, in my eyes at least is that it combines humans language, the humor behind it, truth in sarcasm, and all of the things that make us truly human and unique. It brings in an element of surprise so to speak, and we have to teach all of this to something that cannot feel, emote, and convey the same humanity. Think about this, this concept for a game takes time, finesse and such a deep understand of both people and technology. Throughout this game, I was going from laughing to thinking intensely to crying and in just utter awe at how much his game truly makes one think and pushes their mental boundaries to a place where a lot of games tend to get uncomfortable go into.

Witty Realism:

In all reality, if Ben and Dan had a night on stage at a comedy club I would be the first one to get tickets. The humor in this game makes it one of the most real games, and I can't say that enough. It made such an impression on my mind. From a bar that you have to wear a bra and dance in front of the bouncer to get in, to pushing a guy on spikes just to get across a platform, to having to relieve your bladder so Dan can carry Ben, to so much more. There are levels that took me by surprise as well, in one level I would have expected a loved one to pass away, no, we have to get over a hangover by getting a cup of coffee. Then there are levels that hit me right in the heart where we are confronted with the reality that Dan has cancer (I am unsure if the real Dan has cancer or not) in seeing Dan buried, and Ben having to pee in his grave to get him out for another platforming goal to be met I thought it was dark, humorous and witty.

Death is OK:

We all die, every one of us, even you eating the carrot over there, you’re going to die as well. This game from what I saw psychologically and philosophically has a way of talking on the subject of death that normalizes it and makes it fun to discuss. I mean how is death not cute when you pee on your friend’s grave, then light their ass on fire so they can complete a platforming puzzle? The afterlife is looking very successful. Not just this, but a level where Ben goes into “platforming afterlife”, trying to get back to the checkpoint never looked so technical and paperwork filled. Death is a part of every platformer, and it just so happens that this game takes the concept of death in platforming to a literal, and meaningful level.

An Aristotelian unity:

It all comes back to the beginning or back to Peru in this case. In one of the last constructs that Ben and Dan go through you relive the first level of the game. You are questioned about all the things you did, which led to the destruction of the planet. The bottom line of this construct is that you should live life with no regrets even though the world will end. It all comes back to the root, the beginning, the source of emotion.

Closing Thoughts: This game is one I will remember for the rest of my time on this platform (see what I did there). I would highly recommend this game for anyone who loves the deeper meanings behind games, platforming, and just a good time in general. I was laughing, crying, and memorized by the whole concept. So let’s contemplate, philosophize, and make an imaginative reality come to life.

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