Papo & Yo

Papo & Yo ( German: Papo and I ) is a video game of the Canadian Developer Minority. It represents a genre mix of adventure and Jump ' n' Run and is about the journey of a young boy by a surrealistic favela. Papo & Yo was published on 14 August 2012 for the PlayStation 3.

Action

On the run from his violent, alcoholic father, the boy Quico hidden in a closet. There he discovered a strange chalk drawing. When he touched her, he finds himself in a dream-like Favela again. There he meets the girl Alejandra and its come to life toy robot Lula, help him to orient himself in the dream world and go through it. In the further course of the game Quico encounters a simple "monster" called monster before him Alejandra and Lula urgently warning. Quico but befriends with monsters and explored with him other areas of the favela. It turns out that Monster has a ravenous appetite for frogs, but after drinking the same lapses into madness and Quico attacks. The boy wants to help monsters and sets out to Alejandra's advice, together with monsters on the way to a shaman. During a re- Tobsuchtsanfalls kill monsters Lula and later Alejandra. Quico recognizes that Monster is an allegory for his alcoholic father that he can not help himself and has to depart from him. He rushes the sleeping monster in an abyss and returns with a heavy heart back to the real world.

Gameplay

The game world is presented from a third-person perspective, ie the camera is stationed behind the protagonists Quico and follows it through the game world. In the PC version you can look around by moving the mouse, using the WASD keys will move Quico. Using the spacebar to jump, and he can pick up and put items on the left mouse button. In the Playstation version of the control by gamepad done. The player travels with Quico by individual sections of the deserted except for Alejandra, Lula and monsters favela. Each sub- area is a closed area and can only be changed at a certain point, but which is blocked by an obstruction such as a locked gate, too high a house roof or a gap in the ground that is too wide for a jump. The player must remove these obstacles by manipulating the environment in order to come out ahead. First found in some places in the game chalk drawings, switches, keys, or gears symbolize. These can be used as if they were real, and change the environment: Stairs appear, disappear walls, bridges are formed, whole houses change their position and give new routes clear. Many changes occur some distance from the place of manipulation, and some are only temporary, so the player must consider what manipulations he has to make in what order and what effects the manipulations for him. During the game still comes as a monster added mystery element whose behavior can be rudimentary controlled by placing him fruit or frogs available.

History of development

Papo & Yo is the first work of the studio from Montreal, Canada. Responsible for the design drew grew up in Bogota Minority CEO Vander Caballero, former Design Director at EA Montreal. To finance the project the Sony Pub Fund, a program of the PlayStation manufacturer Sony has been used, are financially supported by the independent development studios, having to grant PlayStation exclusivity. Caballero processed with the script for Papo & Yo his own childhood experiences and dedicated it to his mother and his brothers and sisters, " I've survived the monster in my father." As an important influence on the design of the game world Caballero names the magical realism of the Colombian writer Gabriel García Márquez. For the soundtrack of Brian D' Oliveira was hired by the Canadian Centre La Hacienda Creative, who usually primarily composed music for American TV series.

The game was part of the Humble Indie Bundle X, where the game was first offered in addition to the Windows version for Mac and Linux. All versions were DRM free.

Reception

Papo & Yo took place in the media world with mixed reactions. Praise the extraordinary story of the fears and losses were almost everywhere discussed, the atmospheric graphics and the matching background music. Jörg Luibl of 4Players listed " magical situations when the child's imagination creates easy way ". Particularly popular was the game world, Daniel Liebeherr of DLH.NET ruled: "The world of the game is similar to the ambivalent monster is romantic forfeited offers extensive graffiti and seems to be falling into a permanent twilight but your background is in real These favelas.. . there are actually and probably no one would voluntarily live in one of them. " Criticized, however, was the low variety and complexity of the puzzles, minor technical defects, the storage system and the short game time.

  • 4players: 85
  • Adventure Corner: 73 %
  • Game Zone: 8/10
  • Gamona: 80
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