Review: The Last Clockwinder

Nobody likes repeating themselves but where videogames are concerned repetition can often function as a core mechanic. Having to rinse and repeat (grinding) skirts a fine line between replayability and lazy game mechanics, however, precisely looping yourself over and over becomes an art form in itself in The Last Clockwinder. Almost like creating Rube Goldberg machines with yourself, The Last Clockwinder is a casual puzzler that can almost tie you in knots.

The Last Clockwinder

Casual because The Last Clockwinder provides calm, steady gameplay that you don’t need to rush. In fact, trying to complete tasks as fast as possible can be detrimental to the whole thing, because efficiency really is key in Pontoco’s indie gem of a virtual reality (VR) game.

Set within an ancient tree on a sprawling water planet, it serves as a home for seedlings from across the galaxy. Why did humans decide that a tree was a good place for this purpose, you’ll have to play to find out but the water is seeping in and endangering the collection. So you have to fix the pump and other areas of this complex by growing and harvesting fruit to power the various machines housed within.

The developer has been clever with its use of space within the giant tree. Rather than expansive areas to explore or winding corridors to navigate The Last Clockwinder takes place entirely in one room, with a giant globe set to one side allowing you to switch between the various floors. It’s a novel approach making the game world easy to navigate for VR beginners whilst adding that extra level of immersion veteran players demand, being able to grab levers and physically move the globe with your hands.

The Last Clockwinder

Physical interaction is very much core to The Last Clockwinder’s gameplay because that fruit isn’t going to harvest itself. Picking and dropping it into a container is just the very start of piecing together ever more complex puzzles that do offer a brain-taxing challenge by the end. All you have to do is record yourself in action and then it’ll loop, creating a whole line of handy robot replicas to do the harvesting for you.

Whilst the Meta Quest 2 didn’t seem to struggle even with a room full of clones going about their looped business, The Last Clockwinder’s real challenge is to optimise that process. That inevitably meant throwing fruit across the room, trying to not only make a perfect throw for the next robot to catch but ensuring the process is so smooth that the harvesting is at peak efficiency. Or not, in which case you just need to be a little more patient trying to build those stores up.

You can, of course, continually record and delete these clones as many times as possible, altering them between 1, 2 and 4-second intervals depending on that overall harmonious machine you’re trying to build. There’s no hand-holding either. Some rooms do offer a hints system that’ll enact a small holographic demonstration to get you started but after that, you’re left to your own devices. The Last Clockwinder’s difficulty never lay too much in figuring out the process as so much in the actual deployment of the solution.

The Last Clockwinder

Fruit varieties nicely mix up the puzzle complexity, where the bomb fruits will explode after a couple of seconds in your hands whilst the water fruit can only be flung using catapult-style devices. There’s a certain level of satisfaction once there’s a room full of busy robots toiling away. That’s when you’ll notice the slight imperfections and want to redo just one clone, completely unravelling the whole system.

Complementing the puzzle gameplay is the charming sci-fi narrative where mankind might be exploring the stars yet there’s still room for nature. There’s a very eco-friendly message to the whole narrative partially played out in between levels whilst tape recorders can be found to further reveal the plot. Aside from the odd tape player and the puzzles themselves, The Last Clockwinder doesn’t contain a lot of other interactive features. So if you like little side additions in your VR games then this is a little lacking.

That’s not what bothers me with The Last Clockwinder though. It instead features two of my VR pet hates, disappearing hands and teleportation-only locomotion. Grab anything and the hands vanish which always seemed immersion-breaking to me. I understand it’s easier to build yet suddenly seeing whatever object I’ve just picked up floating in mid-air just doesn’t fit.

The Last Clockwinder

Likewise with teleportation. Of course, it should be in there as the mechanic makes the whole experience comfortable for all players, especial when paired with snap turning. The Last Clockwinder works great as a roomscale videogame and having that bit of extra freedom with smooth locomotion would’ve been a real boon when fine-tuning a clone placement. Not game-breaking but a real omission.

The Last Clockwinder is a delightful puzzler all about robots, picking fruit, and the frailties of our natural world. If you love creating Rube Goldberg contraptions but want a game with a bit of a twist on that idea then here’s a good alternative. Overall it’s well crafted, lovely to look at, and for those that desire perfection in their puzzle-solving, The Last Clockwinder should provide a good few hours of entertainment.       

‘The Last Clockwinder’ Review – So Much More Than Just Robots Picking Fruit

The Last Clockwinder is casual puzzle game that tasks you with building moving contraptions out of your own clones. While constructing complex factories essentially populated by just yourself is good fun, the game also excels in delivering a world that feels alive, which isn’t an easy task when you’re basically (ok, not exactly) in one room the entire game with a bunch of automatons picking fruit and pumping levers. Thanks to its seemingly Studio Ghibli-inspired setting and series of audio logs which tie it all together with a heartfelt story, The Last Clockwinder makes for a charming little adventure that may just pull a heartstring or two.

The Last Clockwinder Details:

Available On: Quest, SteamVR
Release Date: June 2nd, 2022
Price: $TBD
Developer: Pontoco
Publisher: Cyan Ventures
Reviewed On: Quest 2

Gameplay

Humans have become a multiplanetary species, but even with our space ships and fun steampunk-style gadgetry, someone has to watch over the ancient clocktower built into the trunk of a colossal tree growing on a watery planet. The massive water pump inside is broken, and if you don’t fix it the universe could lose an irreplaceable landmark from centuries past as the tree becomes increasingly waterlogged and the rare plant life inside could perish. The tree-bound clocktower and the fate of its caretaker is a mystery worth unraveling, so I won’t say anymore for the sake of spoilers.

Entering the tower from its balcony, you find a pair of gloves that let you record your actions and loop them so you can complete more complex tasks. Creating an automaton is pretty effortless: a button press on your left controller lets you start recording your movements for a set amount of time—a duration of one, two, or four cycles—and another button lets you delete any bot you deem unworthy. I found it best to mimic each action first and work through the chain of events before committing to recording and setting the bots in motion. That said, you’ll still find yourself spawning and killing a lot of bots as you inevitably biff a critical throw or mess up timing on a catch.

Image courtesy Pontoco

There’s likely an effective limit to how many robots you can spawn, but that’s not really the focus. If you’re like me, you’ll obsess over recording perfect automaton behavior, like slicing a fruit from its base, handing the fruit and knife simultaneously to two different robots, and letting them do their chain of events. There’s a lot of satisfaction there when you can get those complex bits to come together just in the nick of time.

Ultimately the aim is to feed machines with the auto-generating fruit you find hanging off plants discovered throughout the game, and all of them have their own unique characteristics. A bomb fruit explodes if you hold it in your hand for too long, making it a game of hot potato. A squash-thing (whatever it’s called) needs to be cut from its base to be released and—you guessed it—there’s only one knife to go around. A Luftapple floats into the air like a balloon, so you have to knock it about and guide it into its receptacle, or it will fly off with a mind of its own. Here’s a good visual of how you might juice the game’s starter fruit:

I call The Last Clockwinder a ‘casual’ puzzler because the speed of production is up to you. The assembly line can be simple and slow, or increasingly Rube Goldberg-ian to max out the amount of fruit you can process. As puzzles become more complex, you’ll certainly be tempted to keep it simple though since setting up an entire chain of events can help you increase production, or make you pull your hair out trying to get just the right arch as you pitch a fruit halfway across the room. Interspersed throughout the fruit-gathering sections, which make up a bulk of the game, are a few one-off puzzles that present what I’d consider a medium difficulty level.

Optimizing your ad hoc factory for the fastest possible processing speed is an optional part of the game, since you can get by with just waiting for your tally of each of the fruits to go up at a slower speed provided you don’t mind bebopping around. You’ll need each of those fruits in abundance to unlock areas on the globe-shaped map, which lets up call up and plug in room-sized platforms held within the tree itself.

Don’t get me wrong: it’s not too casual of a puzzler. Near the end, which took me around four hours to reach, there are some genuinely complex puzzles to navigate. Really reaching for max efficiency on each room puzzle will no doubt add extra value to your gameplay session, provided you like to get into the nitty gritty of streamlining systems. Eg. have a robot cut a squash, toss a knife, and deposit the squash from half court. But again, you can always get by with the bare minimum.

And while you could play the game ‘easy’, it doesn’t treat you like you can’t follow basic instructions. One of my pet peeves is being led by the hand to solutions and ‘helpful’ voices over your shoulder, but thankfully the game doesn’t over tutorialize or butt in when it isn’t wanted. Voice overs are almost purely focused on delivering narrative, leaving you to ask for hints when needed via a single mechanism that gives you push in the right direction. You can take it or leave it, and I like that.

I also never felt like there was a down moment in The Last Clockwinder. Most rooms (not all) present a different puzzle, fruit, or fruit product to navigate, so the variability of tasks is pretty high. And those tasks build upon each other naturally until you get to the most complex machine near the end of the game which requires you to put all of your knowledge together in a satisfying way, making you feel like you’ve learned something and effectively used that skill to good effect.

Immersion

There’s no arguing that the world of The Last Clockwinder is small; it’s a multi-purpose room in a tree that you never leave. But it’s also such a cozy and familiar environment that I don’t think I would want to even if I could. It’s like the cool treehouse hangout I always wanted as a kid, but way more sci-fi and steampunkish than I ever could have imagined. I definitely left with the feeling of wanting more: a broader outdoor vista, better object interaction, and more narrative byways to get lost in, like books and messages that help fill out the story, if only to soak in all of the game’s expertly-crafted atmosphere.

That’s a wishlist, I know, but if I could really have one thing it would be better object interaction, or at least a better expectation of object interaction. I see tomes in front of me I want to read, chairs I want to sit in, and things I wish I could (pretend to) eat, yet the only interactive elements are the fruit and the machines themselves, leaving all of those painstakingly built set pieces a little more transient and less solid than they ought to be. That’s not such a damning thing when a good game is behind it all, although it’s just a shame I can’t inhabit more of The Last Clockwinder. That’s how beautiful and inviting the game feels.

Image courtesy Pontoco

Outside of impeccable visual detail, the game also includes high quality voice acting which is delivered via balcony-based comm system and tape recorders littered throughout the many rooms. Those narrative bits are numerous and triggered at key points in the game, but well worth your time as the mystery of who you are (or were) unfolds.

Another high point is sound design. The game’s piano-heavy soundtrack is warm and rich, underlining the cozy and homey feel of it all. To top it off, the game even challenges you to play the main tune, if only to wring some more fun out of the game’s looping mechanic. I could play the piano (keys are actually large enough to use) and the harp for a good while.

In the end, it certainly feels like the game’s developers, Pontoco, have taken strong inspiration from the likes of Studio Ghibli. That’s an ambitious target to shoot for, but I think they’ve built something that recalls so much of that quiet and honest home-spun charm whilst being distinct enough on its own that it doesn’t make the same mistake that many games do when aping such an iconic visual style.

Comfort

This may come as a shock in this day and age, but this is a teleport-only game which consequently also makes it one of the most comfortable of VR games out there.

You spend a good amount of time moving about back and forth to the same places, so it does save you a bit of time moving from point A to point B, although this does come at the cost of immersion. You can also snap-turn if you like playing seated, although this sort of game begs for room-scale interactions. There’s no artificial locomotion to speak out outside of those methods, since you’re essentially staying in a single room the entire time.

The Last Clockwinder – June 2nd, 2022

Turning
Artificial turning ✔
Smooth-turn ✖
Snap-turn ✔
Adjustable increments ✖
Movement
Artificial movement ✔
Smooth-move ✖
Teleport-move ✔
Blinders ✖
Swappable movement hand ✔
Posture
Standing mode ✔
Seated mode ✔
Artificial crouch ✖
Real crouch ✔
Accessibility
Subtitles ✔
Languages English
Alternate audio ✖
Languages English
Adjustable difficulty ✖
Two hands required ✔
Real crouch required ✖
Hearing required ✖
Adjustable player height ✖

The post ‘The Last Clockwinder’ Review – So Much More Than Just Robots Picking Fruit appeared first on Road to VR.

VR Puzzler The Last Clockwinder Times PC VR & Quest 2 Launch for June

There are some delightfully inventive puzzle titles in VR, from casual hand tracked experiences to proper mind-bending videogames. Indie studio Pontoco and publisher Cyan Ventures are set to launch the next grey matter sparking puzzler, The Last Clockwinder, next month for PC VR headsets and Meta Quest.

The Last Clockwinder

Unveiled back in December, The Last Clockwinder is a VR puzzle-automation videogame with the aim being to repair an ancient clock tower built into a massive tree. The clock tower is a store for the galaxy’s plants and seeds, so you need to grow plants, harvest resources, and clone yourself in a bid to complete each challenge.

Automation is key in The Last Clockwinder, performing each task by hand before looping it with a clockwork clone, thus creating loop upon loop to create ever more elaborate sequences.

It’s not entirely about creating Rube Goldberg machines with your hands though. The Last Clockwinder will have a narrative where you’ll need to: “Piece together your complicated past as you work to save your childhood home.” 

The Last Clockwinder

This isn’t the first VR title to use cloning as a gameplay mechanic, with Secret Location’s Transpose one of the more unusual examples of the mechanic. The Last Clcokwinder, in comparison, looks to be a far more gentile experience for VR puzzle fans.

The Last Clcokwinder is set to release on 2nd June 2022 for Meta Quest 2, Oculus Rift, HTC Vive and Valve Index (SteamVR). Check out the latest trailer for the videogame below and for further updates keep reading gmw3.

‘The Last Clockwinder’ Coming to Quest 2 & PC VR Next Month, New Gameplay Trailer Here

Fixing up an old tower without tools sounds like hard work, but much less so when you have an army of robotic clones at your disposal. That’s the idea at least behind The Last Clockwinder, a VR automation-puzzle game from Pontoco which is slated to hit Quest 2 and SteamVR headsets next month.

The Last Clockwinder is officially slated to land on Meta Quest 2 and SteamVR headsets on June 2nd, 2022, Pontoco announced.

In addition to tossing out a new trailer, the studio has also confirmed that playtime is estimated to be somewhere between 4-6 hours of gameplay. We’re looking forward to learning more about the game soon as we dive in for review.

In the meantime you can also now wishlist the game on Quest 2 in addition to Steam. Check out the new trailer below, which reveals a little more of the narrative aspect to gameplay.

The Last Clockwinder developer Pontoco announced today that it has signed on with Cyan Ventures (the publishing arm of Cyan Worlds, ,the studio behind MystObduction, and more) for publishing support, affirming plans for a Summer 2022 release date on Quest and SteamVR (though a specific date has yet to be announced).

The studio has also partnered with “boutique video games consulting agency” Robot Teddy (which has backed projects like SUPERHOT VR and Among US) who has contributed an unspecified amount of funding and will assist the studio with business development.

Speaking to the inception of the project, studio Pontoco said that it hadn’t specifically set out to make a VR game, but it found the tech was a natural fit for the mechanics they began to explore.

“We didn’t set out to make a VR game, initially. But we stumbled on this mechanic, and the more we played with it, the more we realised we had to make this game. We wanted to make an automation game, but where you were the machines. Unlike traditional automation games which have cumbersome programming steps, we worked hard to make the action of cloning effortless. You do normal tasks with your hands, and the clones are kept in perfect synchrony. Everything just works, every time.”

The original article, which overviews the game, continues below.

Original Article (December 3rd, 2021): Studio Ghibli vibes radiate throughout the game’s announcement trailer, showing off a familiar harmony between nature and machine that fans of Hayao Miyazaki’s storytelling style have come to love.

While on your mission to repair the ancient tower, which the team reveals is built into the trunk of a colossal tree, you find a pair of gloves that essentially lets you record your movements and spawn an army of clockwork automatons.

It ends up feeling like a mini steampunk version of Factorio crossed with an immersive take on the cleaning montage from Howl’s Moving Castle (2004).

Automatons help you grow plants, harvest resources, and “find a way to save the clocktower,” Pontoco says.

What is it being saved from? We’re still hoping to find out, as the game’s world-building looks already so mature that there must be some lore behind it all.

As it is, The Last Clockwinder seems rich with possibility, as you no doubt need to learn recipes and craft increasingly complicated things in your effort to get the old tower back in shape—something that definitely looks like a labor of love.

The Last Clockwinder is slated to arrive natively on Quest 2 (re: not the original Quest) and SteamVR headsets sometime in Summer 2022. You can wishlist the game on Steam here.

The post ‘The Last Clockwinder’ Coming to Quest 2 & PC VR Next Month, New Gameplay Trailer Here appeared first on Road to VR.