

Another cub gone, another wave of self-doubt. And so you can finally sprint, hurrying to keep your children in sight, and quickly performing a head count when the commotion has ended. There are unseen predators lurking, identifying themselves with a startling ruckus that sends your young'uns scurrying. You cannot rush forward at will as you can in other levels, only meander. You move through the dark, with only the immediate vicinity lit around you. The most fearsome level is the one that drives home the circle of life's innate apathy. But food is so plentiful that you quickly disregard this sense of responsibility as long as you take advantage of every food source, you needn't worry about each cub getting its fair share. At first you might find yourself memorizing the stripes on each badger cub's back and looking out for a gray coat (the game's telltale sign of hunger), following your instincts to treat each offspring equally so that none gets under- or overfed.

You can dig up certain vegetation like carrots and place it on the ground or give it directly to an individual youth, and can even sneak up on wildlife like fox cubs and leap onto them for a quick kill. Shelter's promising scavenging system could have inspired the tension its avoidance mechanics sometimes lack, but it too misses the mark. When that illusion is shattered, Shelter loses its power.


Because Shelter stretches this one idea so thinly, the strength of your emotional connection to your offspring is diminished, replaced with rigid reminders that these are digital creatures, and your connection to them is only an illusion. When you cross a tempestuous creek, you wait for clear passage before hightailing it across. When the shrieking bird appears overhead, you wait for its shadow to drift out of the way so you can rush from one tuft of tall grass to the next. The impact of this loss gives way to predictability, however, when you discover that in every case, you perform the same actions to avoid hazards: pause, then hurry. When your group of five innocents is diminished by one, there's a gnawing sense of failure, not as a game player, but as a parent with a duty to shield your young.ĭarkness descends, and the wolves begin their hunt. Nature doesn't care about this loss, but you will. Leading them across a turbulent waterway could result in the loss of a precious youngster, who could get swept away to an untimely death without any fanfare. Your role as a parent is to protect your young, who follow you with the utmost trust. Shelter's use of such perils is at once its most effective and most disappointing mechanic. A hovering bird of prey is identified by its ornate ground shadow, and opaque walls of water rush down creeks, provoking fear and uncertainty. The most striking effects are those that communicate danger. Such elements seem jarring at first, but each level's consistent, complementary color scheme softens the edge. In a nighttime level, the dark sky is criss-crossed by rows of moons and planets that recall a child's bedroom plastered with glow-in-the-dark stickers. It's a unique effect that gives this natural world an oddly synthetic pattern, as if a stonemason had come through and thoughtfully arranged nature-themed bathroom tiles on the floor. Pastel-shaded streaks are slashed across square panels on the ground to simulate the forest floor, each panel perpendicular to those around it. Trees and bushes are made up of simple shapes with splotches and swirls smeared across them to simulate shadow and texture. It's a starkly linear trek, 90 minutes long or so, and it's the sense of place that makes Shelter initially intriguing. The little ones trust you to feed and protect them in this autumnal wilderness. You can't tell your tottering badgerlings what to do you simply meander or trot forward and they stay in step, sticking close for comfort and gravitating toward edible vegetation, which you dig up and feed them if you want them to stay healthy on the journey. Your children aren't human, however, nor are you: you are a mother badger escorting your offspring through meadows and forests, feeding them when possible and keeping them out of harm's way. Shelter seeks to mimic parental love and the grief of loss by making you the caretaker of five youngsters who need to be nourished and protected as you lead them through the wilderness we call life. It is said that the greatest despair that a parent can face is the death of a child.
