What’s the meaning of a game? Is it the essentially human nature of interaction? The intricacies of the universe’s fundamental laws? What does it mean to be human? What is the universe? What’s the meaning of life? These are the questions Islanders Console Edition came to us to answer. Woah.
In Islanders, you build mellow settlements on tranquil islands. You do this by placing serene buildings so that the right kinds of chilled-out things group together. Houses for example, benefit from proximity to things like markets and circuses. Unlike in city sims, you don’t lay infrastructure – no tarmac, no cables or pipes, no zoning – and there is randomness determining which structures are available to place at any time.
Your settlements don’t generate any revenue and there are no citizens to keep happy. Your choice of location for each building just earns points at the time you place it. Good placements score well and open up opportunities for later placements to score well - if the right buildings come along. Score high enough and more buildings are unlocked. Settle enough of a township and you can whisk yourself off to a new island.
The playing experience is more Tetris than SimCity: finding the best arrangement for the pieces that arrive, setting yourself up for the key piece to deliver that big score. However, there’s no increasing tempo, no inevitable descent of piece after piece. Islanders progresses only when you decide you want it to, after idly surveying your island for the ideal spot for a seaweed farm.
Islanders is at home on Switch. Its low-polygon style looks fantastic docked or handheld – staying smooth even as you fill up the island – and the interface suits TV or portable play. Grizzly Games told Nintendo Life this month, “We really hope somebody gets to play Islanders Console Edition on a deserted island under a palm tree someday”. Well, brace yourselves because we went one better and tested it whilst looking at a tree (non-palm) from a window on a rainy day in Coventry. It really is a go-anywhere game.
While Islanders works for short sessions, each high score run can take several hours in total. Having to finally go back to zero doesn’t hurt too much, though: you can see the end coming, and let it happen when you’re ready.
After putting in those long hours, the game’s systems become entirely transparent. Rather than building towns, the play experience consists of feeling around for the right pixel coordinates to achieve just one more point before moving onto the next piece. You’re thinking at the level of individual pixels but, over time, a gorgeous, ramshackle habitat consumes your whole island. It’s at once bitesize and epic.
Islanders is an elucidation of how games build meaning from abstract systems. However, more than that elucidation, Islanders gave us the time to ponder. It’s a repetitive, extended, calming experience that uses just enough power of just narrow enough a collection of faculties to induce a half-aware presence in reality. Which is when you think up all the dumbest questions: could it be that contemplating the meaning of life is the meaning of life? Woah.
Comments 32
I decided to grab it and give it a go in between other games due to the low price. At first I was unsure it was going to hold my attention for long but before I knew it I got really absorbed and lost a few hours to it. Have put 10-15 hours into it now and have really enjoyed myself.
Shame, as someone who is always on the lookout for more city builders to play I thought this one would be like that. Didn't expect it to be more of a puzzle game.
Yep will be getting this soon and a great price. Weirdly I can’t see how the game works with this points thing, but when I play it mite click xxx
This would feel even more at home on an iPad. I’m hoping for a port!
I haven't gotten around to playing it yet but I jumped and downloaded prior to the review. Glad that I did now.
Thanks for the review
So far, I’m unimpressed but maybe it needs a little longer.
The controls are weird (the rotate is annoying) and it doesn’t seem all that interesting to play yet.
I bought it because of the bargain price but not yet had a chance to play it.
How much does it cost?
So it kinda sounds like the town sim in Actraiser but without monsters. Cool yo.
A agree with the precise controls, there are time I nearly screwed-up because the cursors/building moved in an unpredictable way and was going to press the A button.
Other than that it is really a good game, and when you see the the price it absolutely kill all discussion about not getting it
That's a bit of an odd negative.
@Strumpf $5
@aughra I thought the same at first, but it’s more like Pocket City or something like that.
@Ataco only the high score mode is like a puzzle in the fact that you need to place similar buildings to each other to get enough points to unlock the next tier of buildings. There’s a sandbox mode which I assume removes the points and turns into a straight builder without rules.
I booted this up Friday night and was addicted for a solid 2 hours before I realized I was addicted. Truly a fun and great little builder that’s a bit different than normal city builders. Highly recommend it to anyone that enjoys builder sims like Skylines, Highrise, Simcity, and those that are high score chasers.
I'll admit I liked this game more on PC because the mouse controls offered a really satisfying precision, but the Switch version is still a great buy, especially for the price.
"The playing experience is more Tetris than SimCity: finding the best arrangement for the pieces that arrive, setting yourself up"
that sounds pretty interesting. i'll give it a go some point
@Dm9982 Soundbox sounds interesting but without needing to manage town needs or a budget it doesn't really seem like there's much point to it. A cool idea but I don't think it's for me, thanks though.
I'm curious how it runs on other machines. On Switch it appears to be 30fps. Seems like a nice game so far. I'm loving the music while wishing it ran at 60fps and that magical smoothness that comes with it!
I grabbed this one and I do like it. But it's definitely more puzzle game than city builder. Which is a bit of a bummer.
My partner has enjoyed playing this, and I’ve watched a few rounds. She commented how it is lacking some features such as the ability to save an island or achievements. I imagine achievements could irritate some. Personally, I need some arbitrary hoop to jump through to make the gameplay meaningful.
For four quid and a 9 star review I’m sold.
@60frames-please well I guess your name gives that away! But you’re right, the devs for the Switch port said it’s locked in at 30fps. Having made some pretty full islands now, it does at least seem to keep that steady with no jarring drops.
@IronMan30 depends how much you like your mind being melted
Definitely getting this when it gets discounted! X-P
@Dragonslacker1 it’s pretty straight forward once you are actually doing it as there is a little list of all the factors that dictate the score for each placement whilst you move around finding a spot for it and you can check before you commit each building.
The review wording doesn’t really explain it all that clearly but it’s all about proximity bonuses and penalties, and the floorspace size and shape of each building and the area of effect for the building you are placing as to how far that building “sees around” to take + or - points from buildings you’ve already placed near it. Some buildings have a very small range whilst some cover a much bigger area.
As example, zoom in to the top right of the last screenshot in the article carousel (one with Mansion selected). You can see it gets mainly bonuses from all those green items if they fall within the bubble of the building with the + points shown in brackets, but will get negative points if in range of a Circus or Wall (-3 for each instance).
So the aim is to plan ahead to leave gaps to be able to drop higher tier or rarer but potentially higher scoring buildings later to capitalise on multiples of “good” buildings within range and not having any negative buildings fall within that range. It’s pretty complex though as there is a lot of overlap of dependencies, and the scoring proximity ranges are usually quite small compared to the space things take up.
This game falls into the category of "games I would play if I had unlimited time." I think I would like it, but with limited time in life, I look for games that I would love.
But, with my degree in philosophy, I certainly love the review: very philosophical!
@Needeep Coolio thanks for the explanation looking forward to it now think will get at the weekend and chill x
This sounds like a good chillout game. To the eshopmobile!!
@Arcade_Tokyo Yeah, it's a good game at 30fps on Switch. I just always get kinda bummed when low poly/more simplistic looking games don't run at a nice 60.
Fellow Coventrian here! Earlsdon to be exact. I too can see a tree or two from my window!
This game looks great, just my kind of thing. Especially lately; I've been veering more towards relaxing puzzlers. Can't wait to check this out.
Hrmm I think this is a very generous score personally. I've enjoyed the game, but it's a bit of a strange one- it's not a City Builder other than the looks and style of the game, but then it feels like it falls a bit short on delivering an effective Puzzle mechanic too. It's undoubtedly a puzzle game through hand through - but then I question how enjoyable and accessible it is as a Puzzle game, with much of the gameplay being- move things around looking for the highest score if you build it there versus memorising the growing and actually quite complicated list of scoring mechanics for each individual build.
Undoubtedly an enjoyable game, but it feels like it falls in this void between genres - I'd personally score this around a 7. I think it needs some more work on delivering a better Puzzle mechanism in the gameplay.
@nocdaes that’s fair enough! I actually watched some videos of people acing the PC version before I twigged the depth of strategy involved. For me this is a game that builds from tiny increments on many levels. Each move is tactical, building to strategy, each small saved space combines to a good location for a larger piece to come in, and on the surface level of the game you place small buildings one by one to build a sprawling town.
I actually put it down as an 8 until I came to write the negatives at the end. I struggled to think of any. I think I had capped it at an 8 in my head because the core mechanic is so simple and the basic loop so short that it was almost like a mobile game – and I therefore thought it couldn’t get an excellent score. On reflection, I realised that wasn’t fair and I stuck my neck out with a 9 – which I’m happy with.
Totally get your point of view though and others might want to consider it!
@iamthesunset there’s got be a palm tree round here somewhere…
Why would you copy Godus graphics that game was terrible. Hard to get past them for me...
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