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Contre Jour Review A Monochromatic Trip Through Deadly Worlds

You control the world of Contre Jour, not its hero Petit (named for La Petit Prince, an inspiration for this game). It is a hostile world, but you have the tools you need to see him safely through. Over the course of 60 single-screen levels, you will nudge, swing, shoot and fling Petit to the safety of a glowing blue light. That said, while some levels aren’t too challenging, others are maddeningly difficult–especially on an iPhone or iPod Touch, where multitouch requirements can cause too much finger blockage of the screen. This is a game that begs to be played on the iPad, where mechanics don’t get in the way.

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Over ten versions of the game environment were proposed. The stylistics of the art derive from black-and-white pictures. The game might look different from a lot of its contemporaries, but it plays out in familiar fashion. With some levels I just tapped the screen and hoped for the best, my finger patiently hovering over the restart button while waiting for everything to go south.

Ratings and Reviews

Blurring the lines between games and interactive art, Contre Jour welcomes you to a hauntingly beautiful world shaped by the interplay of light and darkness. Your blob/hero explores a perilous series of worlds, filled with spikes, carnivorous plants, and some endless falls. Some levels are easy, but some are nail-biters (any one can be skipped, though, if it proves too challenging). It’s a game best played on the iPad, if you have that option, given the occasional need to use multitouch, but that’s nitpicking. This is an app that could quickly become another must-have for all iDevice owners. The one drawback of Contre Jour is that on smaller devices some of the later levels require a bit too much coordination.

Along the way lights can be collected that add to a completion score. More advanced levels include static stripes and elastic tentacles (called snots) that can be attached to him and detached at will. These are used to lift him into the air, and swing (while quickly releasing it) to jump or travel over gaps. In the most difficult levels all of these are combined in quick succession.

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Contre Jour video game

Incidentally, if you want to earn three stars for each level, you need to collect all the glowing lights before escaping into the orb. Each level revolves around the simple idea of manoeuvring Petit from point A to B, while optionally gobbling three scattered orbs. It’s a task made somewhat more complicated by the fact you can’t move the character directly – you only have control over the environment. This starts with you creating momentum by adding bumps and craters in the ground, and quickly progresses into you using tentacles and cannons to move Petit greater distances.

Common Sense Media’s unbiased ratings are created by expert reviewers and aren’t influenced by the product’s creators or by any of our funders, affiliates, or partners. This is a good example of an „easy to play, difficult to master“ game. Contre Jour is like an greatest hits collection of popular iOS games, all rolled up inside Limbo’s aesthetic. There’s a noticeable whiff of Cut the Rope, a dash of Angry Birds, and just a little sprinkle of World of Goo.

Chillingo stated other mechanics in later levels would include portals and air pockets. Although mainly black and white, there will be collectibles in each level which unlock in-game bonuses. The game comes with four chapters (Monsters, The Night, Machine, Moonlight) with twenty levels each. A fifth chapter (Jungle) with twenty more levels was added later on. The browser version can be played for free, but only contains the first three chapters with ten levels each. A six chapter, called Mango, is exclusive to the Windows Phone version.

Three instrumental themes accompany your journey, and they deserve a listen through a good mokusgames.com pair of headphones. The worlds also manage to look quite different from each other while maintaining Contre Jour’s monochromatic aesthetic. The neon glow of the Night world is particularly appealing. In October 2012, the web version of the game at was launched due to a partnership between the developers and Microsoft.

Contre Jour is a physics-based puzzle game based on guiding the blob-like character Petit through different levels. Instead of controlling the character directly, the player can only manipulate the environment to move the character and bring it to the destination. The most common way is to nudge the ground, by lifting and lowering it Petit can be taken to the right direction.

As you progress through the game’s worlds – 60 levels in all – your weenie blob character, Petit, changes from greyscale to luminescent, but the monochromatic world never perks up. To get Petit moving, you can nudge the ground he sits on, lifting it and lowering it to move him into place. Rarely will this be enough to get him to his destination, however. In most levels, you’ll employ tentacles, both elastic and not, that can be attached to him and detached at will.

Each level includes use of various gameplay mechanics which are introduced to the player as the game progresses. These levels are accompanied by a haunting, accordion-heavy soundtrack to enhance the experience. At E3 2011, the stage demo demonstrated a level which required the player to shift the ground in order to create slopes; and another level which required moving Petit through the air by dragging hanging tendrils onto him.

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