Games Aren’t Just Fluff – Meet Unravel

Games have a reputation for being escapist fantasy fluff, especially in the mainstream media. They’re seen as escapist fantasies that glorify grotesque violence and abhorrent behaviour. Violent games exist, of course, and provide the popcorn action that many of us love. But there’s been a renaissance happening – a revolution in which games have started to cater to human desires other than the adrenaline rush. Artful, heartfelt, genuine experiences that have the capability of moving people in a deep and personal way.

Meet Unravel.

The story of Unravel starts with its developer: Coldwood Interactive. Based in UmeÃ¥ Sweden, Coldwood have previously produced unremarkable games – by their own admission – that the team didn’t fully invest in. With Unravel, the team have poured their hearts and souls into the project from top to bottom. When pitching the project, Creative Director Martin Sahlin actually made Yarny out of scrap wire and borrowed yarn during a family camping trip. That physical connection to Yarny has spread throughout Coldwood, as each of their employees speaks with intense, palpable passion about Unravel.

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Unravel tells the story of an elderly woman. Without text, narration, or exposition, the opening scene makes clear that this woman has lost touch with her family – it’s both motivational and moving – and it’s up to Yarny to reestablish a connection. As you play Yarny unravels, leaving a hardline connection between the beginning and end of the game. That piece of yarn is brilliantly symbolic of Yarny’s quest for reconnection, and each aspect of the game has been crafted to bolster a sense of determined whimsy. When describing Unravel’s gameplay, Martin had this to say: “You have to find a way forward, and overcome all the obstacles you might come across. Those problems can have simple solutions … or sometimes things might get more complex so – when you look back at that tangled and winding weave of yarn left behind you – you have to stop and wonder how you ever got there. It’s kind of like life.”

His belief in, and love for, Unravel really struck a chord with me. Playing the game has only solidified that. I often take notes while playing a demo, but this time only three words were written. They were the only three necessary. “Simple, intuitive, wondrous.” I’ll address each of the 3.

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 “Simple, intuitive, wondrous.”

Simple. Unravel looks incredible, with realistic scenery and textures inspired by the wilderness near UmeÃ¥, running smooth as silk on PS4. The environments do most of the storytelling in the game, allowing players to absorb plot points visually, without the need for elaborate cutscenes. The music is similarly simple, but oozes feeling, perfectly matching Yarny’s situation.

Intuitive. Gameplay is just that, and I never felt as though I was impeded by the control scheme. Actions flow and link with ease, and puzzles are challenging without being frustrating.

Wondrous. Marvellous. Extraordinary. Breathtaking. Within seconds I was attached to Yarny, and with each trial we faced together strengthened those ties.

Unravel is hurling storytelling in games forward – it tells us something much greater than headshots and experience points ever could, without having to say anything. Unravel stars a piece of yarn, but is about what makes us human – our connections to each other, and our ability to create in diverse and beautiful ways. Words can’t adequately express how Unravel made me feel, but suffice to say I felt content and serene, with a burning desire to keep playing.