And Yet it Moves


posted 10/15/2010 by Sean Colleli
other articles by Sean Colleli
One Page Platforms: Wii
Supposedly, during his historic trial before the Catholic Church, the pioneering scientist Galileo Galilei muttered “and yet it moves” under his breath when the Church insisted that the Earth was a solitary object. The story is considered by historians to be mostly apocryphal but it does make for a badass retort, and fits Galileo’s defiant personality perfectly. It’s also a perfect name for Broken Rules’ indie platformer. And Yet it Moves the game has, at first blush, little to do with the legendary Italian astronomer. However, like its spiritual sibling Braid, there’s more going on beneath the surface of this game.

Originally released on the PC last year and now on the WiiWare service, And Yet it Moves is like Braid in a couple key ways. It’s a throwback to classic 16-bit platformers, but has a highly abstract art style and one unique element that literally turns the platforming gameplay on its head.

And Yet it Moves is played like your average platformer, but implements Galileo’s ideas of momentum and rotation in a big way. At any time you can stop the game in its tracks and rotate the world around your character. This takes the emphasis off any kind of enemy-stomping or powerup collecting, and centers it firmly on the best aspect of platforming: navigating a complex world of environmental puzzles using only your wits.

Just because there are no traditional enemies doesn’t mean you can get careless. Much like the hero of Limbo your character is rather fragile, and while his deaths aren’t nearly as gruesome, it’s just as easy to kill him if you aren’t careful. Spinning the world around him is all well and good, but as he travels your character picks up momentum and retains it—keep him moving for too long, and an apparent distance of a couple meters is fatal when mixed with prolonged momentum.

There are also environmental hazards that must be avoided or removed by manipulating gravity. Branches snap off of trees, rocky ground crumbles and a helpful swinging platform might just come back to crush you if you don’t pay attention to the relative inertia. My favorite puzzle involved a rock-throwing monkey; I had to rotate the scenery 180 degrees just as he’d tossed a rock at a perfectly perpendicular angle to himself. Naturally, with gravity inverted the rock fell straight down onto his head, knocking him out of the way. Thankfully there are plenty of strategically placed checkpoints in case you mess up, although the game does keep track of the number of deaths you accrue.

The game isn’t nearly as bleak as Limbo but is just as artistic in its own way. In fact the whole thing looks like a paper patchwork that would be right at home in an amateur gallery. Each environment is composed of shreds of colored paper and photographs, each with their own texture and design. It’s as if the trees, rocks, caves and ground were made of scraps torn out of various magazines and pasted together.
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