Yoga and Tea is The Life for Me Poster

 

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Yoga and Tea is The Life for Me Poster

 As that journey begins, protagonist Curdin sits on a bus winding its way up narrow mountain roads to the sleepy alpine town where he often visited his grandfather growing up. The young man is returning to the village to attend his grandfather's funeral after receiving news that the old man died when his barn caught fire. But something's wrong. Despite the village priest's claims that his grandfather was already buried, Curdin finds a charred corpse in the barn. When he goes to see the priest, the chapel is locked. He goes to the graveyard--grandfather's grave is empty. As Curdin attempts to get to the bottom of these mysterious events, he begins a trek to the top of the mountain, whose towering pincer-like twin peaks can be seen from almost anywhere in the game.

This overarching mystery--what happened to grandfather?--is interspersed with smaller questions presented by the game's strange iconography. You go to sleep with a spiked paddle balanced on your chest to ward off evil spirits. You defend yourself against malevolent beekeepers with puffs of pipe smoke. You engage in meaningful conversations with the disembodied head of a goat. It may sound like weirdness for weirdness' sake, but Mundaun's refreshingly eccentric perspective has the effect of giving you itches that you can only scratch by continuing to play. Yoga and Tea is The Life for Me Poster

It takes some time for the game to fully come into its own, though. When you first arrive on the mountain, the church is locked, the graveyard is locked, and multiple rooms in grandfather's house are locked. The solution to enter the graveyard involves hearing a girl's singing and a goat's bleating--which initially seem like they might just be background noise--looking up on top of a cliff where the goat and girl are standing, and talking to the girl, who will then throw a paper airplane that loops around the steeple, causing the sun to move. This casts a ray of light to a tree near the graveyard, where you can now find the key. I'm spoiling this puzzle because it's the only bad one in the game. The dream logic required to progress here is an annoying early roadblock in a game that otherwise relies on concrete solutions to concrete problems. I was compelled by the mysteries and by the promise of the locked doors, but frustrated that all my early efforts were funneled to this unintuitive skill check.

Once you progress past this obstacle, though, Mundaun has terrific pacing as you progress up the mountain--a varied loop that cycles effortlessly from on-foot exploration to puzzle-solving to vehicle-based traversal to combat to playable flashbacks that reveal your grandfather's past. I always had something to do and somewhere to go, and each new location cried out for exploration. This is driven by the main plot, to be sure. But it's also driven by smaller tasks along the way. For example, making coffee is an optional task that's introduced early in the game. If you find all the components--a cup, coffee grounds, a pot, a pump to fill that pot with water, a stove and a piece of wood and matches to light a fire--you can brew and drink a cup of coffee, which permanently raises your health. This optional quest was a welcome break if I ever felt stumped on where to go next.

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