The Swapper: Eureka!

Time to Beat: 5 Hours

The Swapper:

The Swapper, released by Facepalm Games (a small indie studio), is an atmospheric, sci-fi, 2D puzzler pursuing a philosophical quandary: what is the Mind?

The unnamed protagonist explores an nearly abandoned space station, the Theseus, trying to discover the secrets it contains. Upon reflection as I prepare to write this, I realized I had no clue how the protagonist even arrived on the Theseus. I knew I wasn't one of the original crew, because I remembered arriving, with everyone already dead (almost), and I understand I'm not a member of the rescue team, because I need to be rescued. After watching the beginning on YouTube, events clarified, but the order is still uncertain. It appears as if, the protagonist is forced into an escape pod and fired from Theseus Station to the surface of the planet it orbits, Chori V. But after surviving a rough landing, the protagonist travels to a science station on the planet's surface, and uses a teleporter to return to Theseus.

Upon returning to Theseus Station, the protagonist encounters, on this derelict and haunting space station, the singular survivor aboard this mausoleum. This lone communicant and I, are the only people alive, though it's sort of a three in one package. But she is absent most of the time, occasionally delivering commands at a distance. The Swapper is a conflict between the protagonist and the empty station, as one fights to escape and the other to maintain its secrets. Exploring Theseus, managing to convey oneself from place to place is a challenge, but to investigate its entirety, the protagonist must acquire orbs, macguffins, which unlock other parts of the station.
Orbs are recovered in puzzle rooms, which are delineated areas, marked helpfully on the map.

In each puzzle room, there is a single orb. To acquire it the player uses a unique tool the swapper gun. Devised by the scientists of the station before their demise, it performs two functions: it can create up to four clones (plus oneself), and it allows the player to swap between these clones. When a clone is created it functions in a simple manner. Whatever action the player controlled copy takes, the clone(s) duplicates. If the player moves right, the clone does too, if the player jumps the clone will as well. This swapper gun, allows creation and swapping at a significant distance, but there are limits to its power. Puzzle rooms contain a variety of obstacles; walls, switches and doors, but the most significant are colored lights. There are three different colors. Areas covered in blue light inhibit the creation of a clone, but the player can create a clone on the other side of the blue light. Red light prevents the swapping of the player into a clone. Red light functions like a wall, preventing all swapping both in the red light, and beyond. Purple light functions as a combination of blue and red light, preventing clone creation within, and swapping through.

One of my earliest reflections on The Swapper was about the difficulty of the puzzles. Occasionally, I couldn't figure out an answer and after an attempt or two, would abandon it for the next puzzle. My thought was, “this is supposedly a metroid-vania style game, there must be upgrades, and I need one to complete the puzzle.” But soon the player will discover, there are no upgrades, therefore all puzzles are solvable when the player arrives at them. And The Swapper limits the number of components, so puzzles at the end feel similar to those at the beginning. Once The Swapper has introduced all three light colors, switches, and boxes (all within in the first hour), the only trick unveils later is the gravity pad. Stepping on one reorients the protagonist (or any clones). Step on one, and you'll be standing on the ceiling. Step on another, and you'll be back on the solid, space station ground.
Of the approximately thirty-five orb puzzles, I abandoned about a third on the first run through. After completing all the others, I returned for a second round. Surprisingly, the solution often came immediately to mind upon a second attempt, as if time had reoriented my perception of the puzzle. For those which resisted, (especially the later, gravity puzzles), I drew out the room on a piece of paper, and flipped it upside down to help with orientation.

There are a couple complications to the puzzles. First, a clone can not recover the orb, only you can. Swapping into a clone makes it you, and this sort of swapping is often the key to complete a puzzle. The player is limited to five versions of the protagonist, the you and four clones. Some puzzles require the death of a clone (never oneself) to proceed. Unfortunately, the player is unable to eliminate clones at will (whoever invented the swapper gun forgot to include a suicide button). But, Theseus Station thoughtfully includes an abundance of prepared cliffs to maneuver clones off, and even short falls are deadly (which is also a frustration when moving about the station). Replenish your reserve of clones whenever you can. Clones can also be reabsorbed when they collide with you, but it's more difficult to be “in the same space” then one would believe.
A few final thoughts on the puzzles. First, they are easier, and simpler than they appear. Almost all puzzles could be completed in fifteen to twenty seconds if the solution was already known. Assume all lights, boxes, switches, and even platforms are required to solve. And if you think after leaving a puzzle, returning half an hour later, and immediately realizing the solution, “I'm so stupid, the solution was obvious,” don't worry because that was my normal reaction. The puzzles in The Swapper can also require absurd positioning precision, a definite detractor, but this difficult is at least slightly offset by the swapper gun which slows time when in use.

In a tradition I don't entirely enjoy, The Swapper required success on every puzzle to complete the game. And since one puzzle resisted every attempt of mine, searched the internet for this single solution. In my defense, it was so difficult, I even had trouble after watching some one do it, but this experience was abnormal for The Swapper

It feels strange to write two articles about a five hour game, but even though I may have been not totally impressed by the plot, it going to need some space to mull over. So next week, part II of The Swapper.   

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