The gameplay mechanism for that “unpacking” part of Unpacking is devilishly simple – playing on PC is a matter of just clicking on a packing box to remove the next object after which setting it down having a second click. Objects could be rotated manually as well as naturally align themselves to structures and other objects, like books standing themselves on shelves or stacking on top of one another when laid down. Cupboards and drawers could be opened for storage and things like towels and clothes hang where they ought to.
At the start, the aim is simply by fitting everything into the given space in a way that is sensible, but because you progress with the game and the locations become larger and more complex, your story also starts to take a more deliberate shape. Blank canvases of rooms use half-finished compositions, in which the game’s unseen main character and their story are shown with more intent than implication. It’s here that things obtain a a bit more puzzle-like and players have to not just look for a home for their possessions but satisfy some unseen conditions that could be inferred from the environmental storytelling.
There’s an unmatched cathartic joy to the simple act of freeing an item from the paper-packed prison and setting it down in the room. From the cheerful little leap it does into the cursor to the sound clips of the packing materials rustling as well as the unique sounds each thing makes when it’s placed down, including the kind of surface it’s put on. Everything clicks together in a really satisfying manner. Objects interact in all the ways you’d expect – towels hold on racks, brushes sit inside containers and so on.
Though the majority of things can be placed with a certain amount of freedom, within the bounds of logic and reason, the odd moment where something includes a more specific placement can often possess the biggest narrative payoff. These ingenious sections where the game takes the reins from the player and tasks them to puzzle out not just the position of the item but its intending to the moment offer some of the purest and most concentrated notions of storytelling I’ve experienced in ages.
Anyone who’s moved enough times in their life will probably understand the brilliant little touches that really sell the entire unpacking experience. The stories within aren’t just about the destination, each new box holds its own tale of how it had been packed – the possessions inside, the order these were placed in, the rooms they belonged to – all things have the possibility to be another thoughtful introspection.
There’s so much to learn about this character that’s baked into the act of unpacking – their passion for game titles, their favourite books, preferred brands of shampoo and tampons. The things they complete time and the stuff that slowly disappear over time, all of it paints an image that’s far greater than the pixelated images on-screen. There was one incredibly memorable level for me personally, something as innocuous as a new pair of socks that tipped me off to an impending alternation in this person’s life that came quickly after. That was after i knew just how special this game truly was.
Indie games and pixel art are typical bedfellows, but Unpacking nails its isometric aesthetic with some gorgeous, pixelised versions of recognisable objects that remain shockingly recognisable – a unique mention towards the blu-ray and gaming covers that I spent far too long attempting to name every time. The surprisingly-robust photo mode and exportable timelapse gifs keep things fun well following the core five-ish hours are gone too.
It’d be remiss of me not to shout out the game’s music either, that is pure perfection, the chill chiptune soundtrack complementing each new scene wonderfully. There’s even an adorable vocal track in the game’s credits.
With barely any text to speak of, an easy-to-understand interface and merely enough accessibility toggles to lessen most potential progression blockers or comfort issues there’s clearly been a lot of thought put in making Unpacking a game that almost you can now get and play. Any studio that’s prepared to let players circumvent the inherent challenge in their game, in this case the ability to completely switch off the puzzle component of correctly placing objects, does the right thing in my books so it’s great to see that because well.