Cocoon is a near-perfect puzzle game that everyone should play
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A beetle protagonist emerges into a beautiful, lonely world. There’s no preamble, no text overlays; not even a hint of what you’re meant to do next. So, you walk. After finding your way to a small staircase, you descend, and the steps disappear into the ground — a silent cue that you’re on the right path. A few paces further, you discover a purple pad, and as you stand on it, your iridescent wings begin to quiver. Without thinking about it, you press a button on your controller, the pad turns green, and a nearby rock transforms into a new staircase. Progress!
After solving a couple of rudimentary puzzles, you’ll encounter an orb — these are the heart (and the body) of this game. You carry them on your beetle back, initially using them as keys to open doors and solve puzzles, before discovering that inside every orb is a new world of puzzles and challenges to overcome.
Cocoon is the first game from Geometric Interactive, a studio founded in 2016 by Jeppe Carlsen and Jakob Schmid. Both are alums of Playdead, the Danish studio behind Limbo and Inside, for which Carlsen worked as lead gameplay designer. If you’ve played either of those games, Cocoon’s quietly impressive intro may sound familiar. Both were side-scrolling puzzle-platformers that used their environments and challenges to simultaneously tell a story and guide their players. The story is much the same here, but Cocoon’s structure of layered, interconnected worlds showcases another level of maturity and artistry.
The game actually opens inside the orange orb, a gorgeous desert world, and expands out from there. Each world is protected by a guardian, which needs to be defeated in order to fully unlock the orb’s power outside of that world. Unlocking the orange orb, for example, allows you to walk on hidden paths while carrying it. Each orb grants its own powers, and all are critical to progression.
Annapurna Interactive
The guardians are the game’s “boss fights.” Though there is no traditional combat, each guardian is certainly combative, and there is a degree of skill and timing required to best them. One of the later encounters did actually trip me up a few times, which is as good a time as any to mention that Cocoon has absolutely no fail state. Getting tagged by a guardian doesn’t hurt, they merely throw you outside of their orb — hop back in and you’ll return to the encounter within a couple of seconds. Likewise, you can’t mess a puzzle up to the point that you need to reload.
In isolation, the guardians are probably the game’s weakest moments, but they do provide a nice break from the puzzle-solving alongside a bit of visual spectacle. This is broadly a beautiful game to see and hear, full of bright pastel hues and beds of synth pads, and in places it’s surprisingly gross. What starts as a tranquil walk through so...
Business Development Manager @ 1D3 | Ex-Krafton EU | Game Producer, Audio Specialist, Project Manager|
3wIt shouldn't, but when everything's Early Access, one does hope for a full release. Or if it even is a full release, players will still think they've been promised more. It's about managing expectations.