
For your consideration, the common housefly (Musca Domestica). For as long as mankind began to build houses, these tiny winged insects somehow always manage to find the tiniest openings to invade the peace of our homes. The genesis of Membrane is a story about such a home invasion. With an aforementioned flying tiny pest now sitting on his arm, will you be able to help this dude bro chilling in the sofa, making him flap his arm to insect freedom in the definitive Man versus housefly victory?
Our sofa hero spies said fly landing on his arm and, as you do, summons a pixelated tiny avatar with a pyramid-shaped head. We're fairly certain that this is not how the human nervous system works (we double-checked, indeed it is not), but it certainly is a rather original video game premise. Membrane comes from Perfect Hat, a two-person studio that's been producing art, music and video games for the past decade. The game started as a thesis project for one of the developer's graduation but it now evolved into a full product.
The game consists of several single screen platforming/physics puzzle rooms that simulate the path your pixel avatar must take from the dudebro's brain to his hand. As good video game design etiquette demands, the first few rooms are made to introduce your character’s abilities. That pyramid-shaped head is actually a pointer, you can use L and R to rotate 360-degrees around your avatar with a guiding line showing the expect trajectory of your 'building blocks'. By holding the Y button you send a burst of tiny cubes (with some elasticity properties to them) that stick to surfaces and each other, quickly creating makeshift pathways, bridges, trampolines, even catapults when the need arises.
A clever technique used to reach the top of the screen is simply to aim straight down and let loose with the fire button, quickly elevating your avatar to new heights. With the power to build also comes the power to destroy; hit X and you will fire a bullet of sorts that, when in contact with your building blocks, will turn them back to yellow, effectively making them lose their sticky and elastic properties. This then enables you to recollect them for reuse (because yes, they are limited). 'B' enables you to perform the most classic of platformers actions: the jump.

Each room in the game contains two orbs; one is usually straightforward to collect while the second one will require a little more to grasp. You should always strive to collect them both before reaching the room exit because the game will reward with three bonus unlocks for the avid collector. The game difficulty arch increases the further you travel away from the brain towards the hand, with rooms introducing enemies that hold the orbs, great big green spheres you can use to smash impenetrable walls of green goo and even buttons that activate bumpers or rotating squares that can be used in combination to your blocks for all sort of antics.
While these are certainly very odd innards to a human being, they certainly are very cleverly designed playgrounds for experimentation. And just as the developer likes to emphasise, there is no single solution for each room. The player is free to explore alternatives within the game rules to reach the orbs and the exit successfully and even in utter failure (a quick press of ZL and ZR will thankfully reset the room with no penalty) it was very infrequent not to have a smile in our faces while we tackled this strange epic journey.
Still, pictures sadly do not do justice to just how incredible and trippy the visuals of the game are in motion. The use of primary, 8-bit colours and pixelated, purposely rudimentary 2D graphics out of MS Paint would fool anyone into believing this game was made in 1988 instead of 2018. But the smooth animations, precise control and physics engine would quickly snap you back to the current generation. As we mentioned early in this review both members of Perfect Hat are also music producers and the fantastic minimalist chiptune soundtrack is just as clever as the game graphics; you hardly notice it is there but it very much a part of the whole aesthetics.
Conclusion
Membrane is a polished, tight and smartly designed single-room physics puzzle platformer wrapped around a unique audio/visual retro bubble. We haven’t been so pleasantly surprised with a game of the genre since the initial Wii release of World Of Goo. Despite failing hard to educate anyone on the human nervous system, in either portable mode or sitting in the sofa like the plot’s protagonist playing in on the big screen TV, this game is a surreal trip very much worth embarking. Just remember to humbly thank the next housefly that invades your home for this whole experience… at least before reaching for the daily newspaper or fly swatter.
Comments 24
My initial thought was that it looked dreadful. Fair play, might be worth a tickle when I get paid...
Nice one Shiryu. I must say I am surprised by the score at the bottom, that was not how I was expecting it to turn out when I saw it on the Eshop. Never judge a game by its pixels as they say.
This game looked like it had potential when I saw the trailer and I'm happy it turned out great but the visual style is just awful. I'm going to skip it for now.
I’m about halfway through Membrane right now and from what I’ve played of it so far, awarding it a 9/10 seems very generous. In my mind it’s a 7/10 game all day long. It’s entertaining and hugely creative for sure, but no higher than a 7.
Though once again, I do stress that I’ve not yet finished the game.
I really do not like this style at all. Regardless of how it might be to play, when it looks this ugly I just can't feel the slightest bit compelled to play it.
Comparison to World of Goo spotted. Interest piqued.
I have a soft spot for games that started as "projects".
Boxboy, my how you’ve changed!
Looks like the sort of game I’d play on my phone. A nine out of ten seems overly optimistic - I’ve not played it, but it doesn’t appear just short of perfection to me. But then I’d give Zelda a seven out of ten, so what do I know?
@Bondi_Surfer I prefer to see the number as a rating of simply how much you should by the game. 10 is everyone...no brainer. 8, 9 is majority of folk, 7 if you are a fan of the genre etc etc. SO a 10 doen't mean perfection (because what is that?) it just means must buy.
@GrailUK Most really positive reviews for an odd game like this are made by a reviewer who personally enjoys this kind of thing. Looking at the screen shots I could immediately tell how it's the kind of game that will probably be loved by a particular kind of gamer but hard to appreciate if you aren't that kind of person.
Most media is like this. There is always someone who loves strange music, movies, art, whatever, but that doesn't mean it's objectively great, just subjectively great to that one person.
@JayJ Ye I get ya Now, when are you releasing your Data East games in Europe Mr Turbo?
These 8 and 9 scores seem to be dished out like sweeties.
I'm enjoying it so far. It's actually a pretty interesting puzzle platformer. It's like BoxBoy meets Gonner.
When is this coming to the AU eShop
@Abes3 It just came out last week in EUR/AU/NZ !
Thanks man, I had been checking and it popped up a couple days later than usual (for me), downloaded and ready to play
This is really very good. More thoughts when I've finished it.
@gingerbeardman Glad to hear you are enjoying it! Would love to hear your thoughts when done
So the game is currently 0,95€.
Even if I'm not convinced yet, this is the price of a croissant in my favourite bar, I think I can give it a shot withount regrets, can't I?
@SuperCharlie78 it's a no brainer
Yes, couldn't resist the price and the trailer looked great. Now I've read this review, I can't wait to get into it. I just need to stop playing Let's Go and Smash first...
@sethperfecthat I'm still on the 4th level on the Face section, the one with the ball in the pool. I got to this point in a single sitting.
The bit that annoys me is the controls. There is a delay after pressing the jump button, and there is no affordance or leeway when jumping from a platform. Both are a sticking points for me and the way I play. See here for "forgiving jumps" https://www.lexaloffle.com/bbs/?tid=28793
That said, I love the concept, style, music and puzzles. The level design could be a bit kinder to the player in certain points. But really it's just the controls that get in the way of enjoying the game fully.
Finally, I'd really love aim to be on the second analog stick, rather than a toggle button, for controllers where that applies.
@gingerbeardman hey buddy. thanks for reaching out. first of all, sorry you got to a bottleneck point...def tried my best to not resuse too many ideas but also create a clear sense of level skill progression (with a couple random ideas tossed in here and there). That level you are on, is in this case a random idea tossed in. It was a fun idea I thought would take the idea that you have to create stuff with your blocks to solve levels, and then throw in a level where that kind of doesnt apply. It definitely is a bit of a wild card, but I liked the idea and thought the level had some pretty funny reactions during playtesting.
In terms of the controls, I can completely understand your concerns. Unfortunately, the game is not intended to be a twitch platformer...I get that sometimes there are points where that arises, but ultimately its not meant to be that. I dont think there is really a delay when you are jumping, so in that case Im not totally sure. I have talked with other players who think aiming could be tighter, and who also want dual stick controls. I think the aiming could probably be tweaked a bit, but definitely made a design choice not to have dual stick controls--for the same reason as with jumping leeway--its not a twitch-paced game and usually dual sticks are used for much faster paced games.
Finally, thanks so much for speaking your thoughts. I understand I can never appeal and satisfy all players but Im always happy to have a discussion about what goes right AND wrong. It helps us all grow as designers and players. Its funny how different we all are Ive run into SO many people who say the game is too short and they beat it on their first sitting, and plenty who also say then cant beat the first world. But, thats games, thats challenges, thats puzzles and thats design. Thanks again for reaching out, it really means alot--and I wish you the best with the rest of the game and hope you can get through that level--I really dig the ending
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