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Mandagon
Mandagon is a free-to-play intex built around Tibetan aesthetics.
Letās get to it, why donāt we?
Review
Mandagon isnāt a good game. In fact, it isnāt a game at all!
I need to take the time to explain my reasoning first. There are a lot of games that feature little to no gameplay, which market themselves as games, but place story and themes above gameplay. See, for example, Gone Home. Considering they have so little gameplay, I felt it necessary to separate them into their own category because, honestly, there isnāt a reason why this canāt be done. So, for that reason, I coined the term āintexā which is short for āinteractive experienceā.A)
Part of the reason Iām doing this is because Mandagon doesnāt care that it has little to no gameplay. Mandagonās primary purpose is to communicate a story. So, how does Mandagon fare in this department?
Not very well.
The story isnāt well-constructed and the themes it attempts to communicate are in conflict with the (for lack of a better term) gameplay, which communicates something else entirely. In fact, this poor construction makes it difficult to figure out what that intended theme is, which is kinda funny.
Itās important to note that while itās difficult to figure out the theme, it isnāt difficult to figure out what the story was. Actually, itās extremely easy to figure that part out. So easy that I started wondering if that was intentional or not. Iām leaning towards not intentional following contextual clues.
Maybe Iām being needlessly vague about all this, so letās make it all clear. However, if you are reading this and donāt mind wasting 30 minutes, you can just go and play through the whole intex before continuing, as it may provide important context for you. Now that thatās over withā¦
First, the theme that Mandagon wants to communicate is āsacrificeā or āsacrifice for loveā. If you are a player and youāre now wondering about that, I wouldnāt be surprised.
Second, the backstory of Mandagon has more to it than the current story. The backstory is that the player character (ātotem fellaāB)) was a father in life who sacrificed his life to heal his daughter who, presumably, had some lung-related illness. Mandagon is actually about the PC figuring out what the hell heās doing in Tibetan purgatory.
Now, hereās one of the first big issues: sacrifice is the theme of the backstory and not Mandagonās story. The backstory is, of course, part of the story, but it isnāt the story. If this wasnāt intentional - and Iām guessing it wasnāt, based on what one of the devs said in an article about Mandagon - then itās a pretty big blunder.
So, now that Iāve confidently asserted that the intended theme is communicated in the backstory and not the storyā¦what theme does Mandagon actually communicate? Memory Loss.
Iām going to make the assumption that this is also accidental, since itās never mentioned by the devs. Although I could be wrong.
The theme of memory loss is communicated far better because:
- The player character is in an unfamiliar location and completely unaware of what led him there.
- While exploring the surroundings, the player character receives cryptic hints for his own memory. These come in the form of artwork and totems which communicate the hints in poetic form.
Interpreting it thematically, the player character is struggling to remember what led him to purgatory and, consequently, spends time and effort searching through his mind to find his memories.
Going back to the sacrifice thingā¦what part of Mandagon actually communicates the theme of sacrifice? This can be considered an issue of show and tell, where the intex straight-up tells the player what the theme is, instead of communicating it through the experience/gameplay. At no point is the player forced to sacrifice anything, or given the option of making a sacrifice. The player simply explores the surroundings.
In factā¦not even the backstory does this. You (the player) are literally told that the main character sacrificed himself for a girl. You arenāt shown it at all. Something being told to you cryptically is still something being told to you.
Iām also going to be a bit meaner by pointing out itās really damn easy to figure out the backstory. If the intent was to write it cryptically to make it a fun challenge to figure outā¦then Mandagon falls flat. You can figure out the entire backstory by simply talking to a few of the totems. You donāt have to see the massive artwork (which is actually a bit cryptic) or talk to all of them. In fact, I think I missed some of the totems on my first playthrough.
Mandagon has one advantage going for it, which is that itās extremely simple. Itās a simple story in a simple package.
You may have also noticed something. Mandagon supposedly takes inspiration from Tibetan Buddhismā¦but I havenāt mentioned it during the review at all. This is correct, because Tibetan Buddhismā¦or really anything Tibetanā¦doesnāt actually factor into Mandagon at all besides the aesthetic. The setting is supposedly based on a sorta purgatory from Tibetan mythology/folklore, but I wouldnāt consider that significant enough. Mandagonās biggest troll was tricking me into researching Buddhism just to see how it factored in.C)
Iām not saying that this is a bad thing, just that itās a little dishonest to only take aesthetic cues from Tibet and saying that itās deeply inspired by Tibetan themes or whatever. Further, all the devs areā¦not Tibetan.
The intex looks pretty, is free and very short. Those are the three upsides I see. Mandagon is still bad.
One critique that may be leveled against me is that the āgameā is free and really short, does it really deserve criticism like this? Yes. That doesnāt change the fact itās bad, even if most people apparently donāt see that.
Trivilinks
- A Steam Discussion about Mandagon and it not being a game.
- I had read it a while ago, but I donāt remember the exact topic anymore. I might read it again just to see what people think of Mandagon.
- Fun fact. The logo that Iām using in the banner is a re-creation based on an image from the artbook. But, hereās the fun bit: the original isnāt pixel-perfect. Now that you know, I hope you can use this information for good.