Just as is the case with
most puzzling platformers, Pid's gimmick is simple: the protagonist is
dropped onto a mysterious planet on his way to space school, and stumbles
upon an interesting bit of technology. With it, the pudgy hero can toss
down a marker that
spawns an illuminating beam - two of these beams can be activated at a
time, lifting anything caught in their light, sort of like the
stereotypical tractor beams from UFOs.
From this somewhat simple premise comes bountiful puzzle opportunities.
In our limited time with the game at E3 2012, we found several uses for
the helpful tech. We'd toss one down to get a lift to a higher level,
drop it as we fell to soften a blow, or mix
two beams together to reach areas that would be impossible to access by simply
But the more we played, the more complex things became. The light beams
were fun to manipulate and reminded us, in a way, of our first
experience with the Portal gun. Both required us to rethink the way we
traditionally view traversal - making it so we'd begin
every level looking for intriguing ways to use the mechanics to do
things we're otherwise incapable of doing.
Eventually, additional folds were added to create more tense situations.
Spotlights started to block our path, and we'd need to find a way to
move and avoid them before we could progress, and we even started
running into different enemies. Some would just block our way (in fact, they were actually shaped like
blocks), while others would charge after our character, ignoring the
illuminating gravitational pull and continuing to chase us down. These
hurdles made Pid more tense, and added an element
of pressure that some other games in the genre lack.
Pid's puzzle mechanic felt strong, the platforming was tight, and we
quickly fell in love with the game's aesthetic and subtle hints towards a
for as much as we enjoyed what we saw, it's what we didn't see that got us even more excited. Once we started looking
at screens for the game, and got a glimpse at future levels with interesting monsters and incredibly imaginative
worlds that we can't wait to explore. It was a charming experience, and we're hoping it continues to
work our grey matter when it releases this year
on PC, Xbox Live, and the PlayStation Network.