
But then it offers the tools and encouragement to try anyway, and goes farther to challenge those self-effacing beliefs by rejoicing in thoughtful effort without judgment. It recognizes that its audience, me included, may think they are objectively god-awful at art. It's a thoughtful game that wants you to walk along with it at a pace that feels pleasant, with puzzles that require consideration but never strain, sidequests in measured but not overwhelming amounts, and plenty of fun things to discover or stumble upon that never feel mandatory or guilt-inducing if you miss them. This is emblematic of all of Chicory: it is not a stressful or fast-paced game (apart from a few brief boss encounters). Some will have specific color requests, but for the most part they just want the thing done however you like it, and will react with delight to your work whether you're an auteur or amateur. What's more, characters will frequently ask you to paint or decorate things for them: houses, donuts, logos, furniture, and so forth. It's worth revisiting areas, too, as in typical top-down adventure fashion you'll have powers later on that will unlock more hidden areas you couldn't access before, each containing treasures or little subplots that add further color and personality to Chicory's cast. Your paint is persistent you'll always know where you've been and what you did there based on the splatters you left behind, making Chicory's world stressless and inviting to explore and fill in. What this ultimately results in is a very clever new layer to what would otherwise be pleasant but familiar top-down adventure puzzle-solving. As you progress, you'll gain more powers, like the ability to paint flowing water and swim in it, climb paint-covered walls, or light up dark caves with glow-in-the-dark paint. Geysers of paint will shoot you across the map, color-filled mushrooms can be used as springboards, and bubbles filled with paint will explode, breaking flimsy rocks standing in your way. Plants might grow into crossable platforms with paint applied, or shrink when erased so as not to block your path. The world reacts to your paint, with puzzles requiring you to color thoughtfully to overcome obstacles, complete sidequests, and access hidden areas. I don’t think I will colour every area I come across, but it was definitely fun painting one.Pleasant as the world is to uncover, the paint tool of Chicory is more the core of its gameplay than its exploration is.

There were long sequences of time where I would get sidetracked painting while just listening to the music repeat itself as it plotted along. The music by Lena Raine is absolutely magical. “The stunning mechanics and intriguing story make Chicory an absolute must-play.” You can paint trees to make them change forms or to use them as a means of transportation. It utilises the mechanic to create quests and puzzles. However, Chicory isn’t all about painting the best landscapes either. The story is promising, and the demo ends right on a cliffhanger, leaving you to ponder what comes next.

Fortunately, the Brush has been left behind, kickstarting your journey to paint the world back together. The colour is missing, and so is Chicory. After a few tremors, you inspect the building to find out the world is black and white. The demo places you at the heart of where the colour stems from Chicory’s tower. There is a deep narrative hidden under the service, as well as some enthralling gameplay. In Chicory, you travel through each area, restoring colour to the world. Chicory: A Colorful Tale is one of the games to feature at this year’s LudoNarraCon, and it is one of the best games I have played in a while.
