I Wish Videogames Was a Building We Could Live Inside

The Pear Game is immediately arresting, filled with chunky animations, deep hues, and brimming with careful personality. The player controls, well, the titular pear. They can run around, double jump, wall climb, crouch, fast fall, dash—a robust platforming system anticipating complex platforming. As I ran around the quaint little town my mind wandered to all of the time I spent in Mario hubs, gestating in each thing the game let me do, relieving stress by mindlessly rolling feelings through my hands and out of my mind. I got a handle on how to move the pear efficiently in the air and on the ground.

There’s no platforming in The Pear Game. Because the game’s physics and contextual interactions, hitboxes etc, feel very loose and unreliable, I felt this possibility unconsciously. There’s even a palpable sense of shame in how the game works and plays. Like the entire design of the game changed to accommodate an unfixable aspect.

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