REVIEW · 2020-09-10
A Monster's Expedition
Topple trees, cross islands
First Impressions
A small green monster stands at the entrance to a museum dedicated to the extinct human species. The first island has a single tree and a patch of land surrounded by sea. Push the tree, it falls, it rolls, it becomes a log bridge.
Draknek & Friends, the studio behind A Good Snowman Is Hard to Build and Cosmic Express, are masters of the single-verb expansion. Alan Hazelden's group consistently practices this design ethic.
What surprises first is the absence of walls. Islands float on the sea, and the player chooses where to go. A Sokoban-like calling itself 'open-world' is rare. From the start, the game tells you that any island can be the next one.
Putting the Mechanics into Words
The verb is 'push a tree.' But trees come thin and thick: thin trees fall as one log, thick trees as two. Logs roll on land, drop off ledges, and float on water. That physical asymmetry generates a unique puzzle on every island.
The grammar deepens beautifully. Early islands use trees as bridges; later, you drop logs off ledges to make platforms, or cross two logs into a raft. No new rules — just deeper consequences of the same rules. Subtraction in motion.
Undo is unlimited; leaving an island resets it. The cost of failure is essentially zero, so experimentation flows. That generosity meshes with the open-world structure perfectly: stuck? Walk to another island.
What Makes It Great
The largest joy is that puzzles resolve at the rhythm of a walk. Every crossed island offers a small museum exhibit interpreting human relics from a monster's perspective. The text is short, gently funny. The 15-hour run never feels heavy.
The open-world structure removes the stress of 'one puzzle blocks all progress.' There's always another route. Players naturally select islands matching their skill, drawing their own difficulty curve.
Where The Witness turned an island into a textbook, this turns an archipelago into a problem set. But Witness was lonely and philosophical; Monster's Expedition is bright and light. A rare emotional register in the genre.
Design Craft
Island size is finely calibrated. Early islands are 3×3, one tree. Later, 5×5 with multiple trees and ledges. The bounded space contains thought — you always know 'just this island matters now.' Same compositional trick as Stephen's Sausage Roll, but with friendlier walls.
Main path and optional islands separate cleanly. The required islands are tractable; side islands are openly harder. Advanced players pursue them; beginners skip. Difficulty labels are therefore tricky — easy on the main, demanding for full clear.
Tutorials end within the first few islands. After that, no explanation. The sequence itself is the curriculum: any island demanding a new concept is preceded by a tiny island that demonstrates it. Cocoon's wordless guidance, applied across an open world.
The Texture of Difficulty
Following the main route, most islands fall in around 15 hours. Stalls are rare; the physics of logs telegraph the solution. Full completion is another matter — some side islands take 30 minutes of thinking. Chain-puzzles requiring multi-log sequencing are the standout difficulty.
Difficulty leans spatial. Predicting how a log rolls and where it lands is the dominant skill. Verbal reasoning barely figures. Cousin to late-game Witness, distant cousin to Baba.
Unlimited Undo plus 'leave any time' keep frustration low. Stuck on an island for 15 minutes? Just walk. The sea and the exhibits become the breathing space. Puzzle games rarely feel this kind.
Closing
Push a tree, make a log. Hundreds of islands joined by that single verb. The most patient single-verb expansion since Stephen's Sausage Roll — but where Sausage Roll feels monastic, this feels like a walk.
What unites Draknek's work is trust in the player. Don't explain, don't rush, don't punish. Combined with the open world, that trust yields a new texture for the Sokoban-like: rigor and freedom in the same hand.
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Sokoban, Snakebird, Stephen's Sausage Roll, A Monster's Expedition, Bonfire Peaks. A maker's-eye survey of subtractive design, the lineage that deepens difficulty without adding verbs, built around one question: why does less become more?
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