Putting the animal in AI

Computers have always been animal wells, in a sense.

Animal Well has more friction than you might expect from a game without combat or killing, then.

But Animal Well stops well short of being a grind.

A screenshot from Animal Well that shows a heart-shaped underground level with an RPS Bestest Best badge flanked by capybaras.

Some of these late-game revelations put me in mind of Polytron’sFez.

Again, I don’t want to give too much away.

These are openly videogame animals, rather than attempts at simulating a flesh-and-blood critter.

Cover image for YouTube video

They form a spectrum of naturalism into daydream.

Others are little animated portraits, like the vast capybara you see lounging in the background.

Howshouldwe feel about them?

A more open area in Animal Well with a telephone at its centre and drifting flakes of matter

Mixed, I guess.

Pleasantly on-edge, perhaps.

Playing Animal Well reminded me strongly of John Berger’s old 1977 essay “Why Look At Animals?

An aquatic grotto in Aminal Well with purple and blue rock fixtures and lines of blocks

“They are the objects of our ever-extending knowledge,” he writes.

The more we know, the further away they are.”

Above all, the game’s confusing, hybrid creatureliness comes across in how these animals sound.

An area in Animal Well with brick walls bearing images of a creature and dangling lanterns

This review is based on a copy of the game provided by the developer.

A cave in Animal Well with dangling vines and a hummingbid perched above a high ledge

A zig-zagging line of glowing ghostly mouse heads in Animal Well