Untitled Goose Game (developed by indie studio House House) is a small game wherein you are a goose. As said goose, you do what geese are known to do: act like a total dick to everyone around you. You hurtle yourself through a small town, honking and flapping and smashing and stealing on your way. You make people miserable and sow chaos. You pull pranks and cause mischievous, and sometimes unintentional, petty harms. Your grand goal at the end of the game is to tear down a model village tower just so you can drag a shiny bell back across town to drop in your hoard of shiny bells in your swampy home.
Untitled Goose Game is an absolute delight. The instrumental music is playful and dynamic. The townspeople’s reactions are amusing to observe. It’s fun to test what exactly you can do in each part of town, to see how different combinations of interactions lead to divergent results. The game is consistent and logical, and while you can’t always predict what will happen, you can count on a consistent result when using the game’s mechanics in a similar situation. It’s part puzzle game (where the puzzles are logical and intuitive and delightful to solve), part stealth game (where getting caught is part of the chaotic fun, and where the worst penalty is simply being chased a bit away by an annoyed villager), part sandbox (where destruction and recombination reign), and part peaceful afternoon jaunt.
It took me a single Saturday to play through the entire game, completing every item on every to-do list, including the bonus challenges, the timed runs, and the claiming and donning of the final prize. I enjoyed virtually every moment of it. There was only one point where I had to look something up, and reading the first sentence of a summary in the search results was enough for me to go, “Oh, DUH! Of COURSE,” and promptly take off to complete the task. Even the timed runs were far more fun than frustrating; whereas most of the game was remixing actions to accomplish tasks, now it was remixing task completions such that the results would blend together to enable a successful sub-six-minute completion of a zone. I had to reset a lot to get the time completions of each zone right (resetting is just a reality of even attempting the in-game speed-run challenges), but resetting just restored order to the clutter and placed me at the starting area of a contained zone. Testing ways to move through a level and complete tasks was some of the most fun and challenging experimentation that I had in this wild waterfowl’s lab.
Even aside from the tasks, it is so joyful and often truly peaceful to simply explore the town. You can just observe the townsfolk moving about. The colors and shapes and textures are soothing. The townsfolk all have evocative personalities, even with the simple bodies and blank faces that encourage the dickish goose personality. Really, very little encouragement is needed to be a massive ass of a goose. It’s fun to pick things up, to toss them about or run off with them, to honk and flap and run and swim. As an example: after a brief tutorial that gets you out of your home with your small set of moves and across a small pond into the village, you are confronted with a picnic spread on a bench; I immediately grabbed up the sandwich and tossed it into the water, just because I could, and there was an immediate jolt of internal positive feedback–yes, this is good, do more of this, the animal part of my brain said. This is all the more remarkable because I hate playing as bad or evil characters in most games; doing evil things, causing harm to even virtual innocents, makes me uncomfortable. But I delighted in my small, and ultimately harmless, torments of the villagers.
I haven’t had such a relaxing and fun weekend evening in a long while. I highly recommend this game!