Feign is definitely going to be one of the “trippiest” games of 2011 with its superb graphics and overall “trippy” gameplay of which you have to rescue nine orange people in an almost never ending house full of illusions – nothing is quiet like what it seems. Feign was also entered in the Independent Games Festival 2011 (IGF 2011) but did not come out with a victory over its other competitors. Feign also features an incredible use of a three dimensional (3D) engine to let the user, even more, interact with the already strage, trippy and mysterious world. You may even describe Feign as an “art” game, as it can be interpreted and perceived in many ways besides of what is visible and could be determined from the game itself – determine and interpret your own meaning of the game!


Feign was a really laid-back kind of game. It was really worry-less and you didn’t have rockets firing at you, you didn’t have insanely challenging puzzles – this was the kind of game where you sit down for 20-30 minutes and just have fun experiencing the ridiculously trippy world. I sometimes found that finding these orange people became a rather difficulty excavation. Take the beginning of the game (which is surprisingly illustrated in the image above, meant to look like a main menu) for example, that blue box, once entered leads into to an insanely large house of which you will be in for 8/9 of the orange people. The hardest part of the game, really, is not getting lost, once you do it’s going to be extremely difficulty to get back on your feet and find the rest of the characters. Remember the phrase “going in circles?” You’re going to end up going in circles at least once in this game. In a way I don’t like that factor to the game – to know that the entire difficulty of the game is practically made up and relied upon you getting lost, but at the same time, it should be a walk in the park if you have a map in your head.

The gameplay was what interested me the most. It was unlike any game I’ve ever seen before. Walking around in a house of illusions, or mirrors was truly a “trippy” experience that yielded many question about the whole apsect of the game. You always knew from the beginning of the game that something was up – the entire game feels like K.O.L.M where you can just sense that something is off. You find a similar feeling in this game. It feels as if something dark and mysterious is happening and you are constantly questioning the game – “Who are these orange people,” “who exactly am I?” I found that the overall gameplay experience is what really separated this game from the flock of games being uploaded nowadays. Arou d every corner there was a different or new surprise, you never knew exactly what was going to be happening next. One thing that I did not like about the game, though, was the turning speed. In a game like this it is essential to check every corridor, doors can be found everywhere, but where you’re backing away from a corridor, you almost regret even checking the corridor as it can take several seconds just to spin your character around. Sure, what’s the big deal right, it’s just a couple of seconds? It’s not a couple of seconds after checking 50 corridor for hidden doors that could be embedded to their sides. I would very much like to see the turning speed boosted just a bit.


I loved the art in Feign, it was simply superb and in my opinion, contributed largely to the strange gameplay. The art was very simplistic, there were about zero details on anything (in a sense, if you were to consider the occupancy, then there would be detail everywhere) which made everything feel strange and different in a totally unique and magnificent way. The character poses are what really caught my eye. I’m about to go all “art-game” nerd on you here, but do the poses resemble something? One pose seemed to be of a poor, suffering woman, possibly homeless as resembled by here surroundings, while such a figure as above (in the image) resembles a figure of power and respect. This figure is also placed in the middle of its independent room as if of power of something – the center of attention. Maybe every character tells of their own story. Still, the characters were magnificently placed and their stances really continued the “art-game” feel. What I also have to remark is how the art was done. Before the occupancies were lowed (as it appeared to be what happened) all of the colors/objects were bold and flat – just one color all the way around, but when the occupancies were lowered notice how the background pops out through each images just a little bit? That is a really fantastic art style in my opinion!

The music worked perfectly with the “art-game” theme. It was kind of mysterious, almost, just slightly depressing in my opinion, but it kept up with the excavation mood of the game and the overall strange surroundings. I think the whole goal or idea that the developer was going after was something that was overall, “trippy,” and the developer certainly achieved that through the music department as well with other factors of the game. I don’t recall any sound effects and I wouldn’t like to see them either. The game’s sound department is perfect the way it is and I hate to see an annoying “ca-ching” every time I find an orange person.

Overall, Feign was a superb artsy kind of game that was quiet surreal and mysterious. The game was entirely based around finding 9 orange people. All fans of the art genre will definitely enjoy Feign! In review, the game wasn’t too difficult, I thought that the developer was aiming for a more laid-back, relaxed kind of game based around the idea of excavation and that’s was the developer got. This is a great time-killer as you could spend a countless amount of time enjoying the excavation, or just being lost in this vast maze of what I like to compare to a house of mirrors or illusions. The gameplay was magnificent, it really caught my eye as it seemed really different from a lot of other games and that is indefinitely a good thing! In addition, I loved the art. The artist used a very simple style that is actually based around just one texture that affects every item in the game, from the walls to the floorboards to the character, in fact those were the only three things that you could see in the game. Another aspect of the game that I really liked was the music it really mysterious and dark and goes well with the artistic style and idea of the game. All in all, Feign is unlike any game that you’ve played before, be sure to check it out over on Kongregate.com!

Play Feign on Kongregate!