More hugs, please

Dropsy: A Point & Click Hugventureis impossible to play without thinking of the phantasmagorical adventures we embark upon when we go to sleep. Its technicolor dreamscape and overwhelming positivity just might negate anycoulrophobiayou might harbour.

There’s a certain sentimentality that makesDropsya more compelling adventure game than I would have suspected.

John and Molly sitting on the park bench

Dropsy was once a beloved clown and hometown celebrity, and his discomforting visage was overridden by his ability to bring joy to all. He performed with his parents in a Big Top circus not far from a small town, until a horrible fire tarnished his life and reputation. Following his mother’s death, Dropsy, his dog Eughh, and his father live in the remnants of the circus tent, trying to scrape together change via odd jobs to stay alive.

Now that I’ve got you all good and sad, I want you to know that despite the tragedy Dropsy has endured, his primary motivation is to love everyone the way he wants to be loved. Even though he looks like an overall-clad specter caked in greasepaint, he wants to go around town and hug anyone who will let him. Problem is, most people aren’t receptive to a damp, creepy clown getting any where near them. Dropsy’s inability to speak to humans doesn’t help, either.

Close up shot of Marissa Marcel starring in Ambrosio

This is where the point & click puzzles come into play. Each character you meet has small cartoon bubbles over their heads that give you some hint as to what they want. A little girl might be upset that her flower isn’t growing, or a homeless woman might be cold and starving. After interpreting these hints and solving a light puzzle (usually involving handing someone the correct item), you’ll be able to hug them. I get the warm fuzzies each time I figure out what someone wants and earn that damn hug that Dropsy so desperately deserves.

Surreal dreams and initial objectives (starting with placing a picture on your mother’s grave) provide context for Dropsy’s actions. A game where you’re earning hugs might seem directionless to some, but the non-linear exploration inDropsypunctuated by meaningful story beats was enough to keep me going through this beta. Whether I was getting closer to my father and learning how to deal with our new lives or fist-bumping a bouncer to earn his respect, my time as a clown felt well-spent.

Kukrushka sitting in a meadow

A day/night cycle brings in new people and challenges to interact with. I’m already becoming intimately familiar with these digital strangers as I find out what they want most. The lack of dialogue and text (which makes the game playable in any region!) add to this dreamlike world. Instead of listening to vocal perfomances, I’m interpreting people’s needs based on small pictures and my surroundings, and so far the solutions always feel within reach and never far-fetched.Dropsydefinitely isn’tThe Longest Journey, but I don’t think I’d have it any other way.

Chris Schlarb’s music deserves special mention, as I rarely feel as optimistic as I do while playingDropsy. The musical styles change from area to area and range from smooth jazz to a sort-of prog rock. Regardless of genre, it’s always brimming with the earnestness you feel when you’re about to tell someone you love them for the first time. The corners of my mouth felt like magnets of the same polarity of my chin, where no matter how bad my day was, a smile was going to happen.

Lightkeeper pointing his firearm overlapped against the lighthouse background

I’m probably a tad more than halfway throughDropsynow, but I’ll have more to say in a review after the game’s release on September 10.

Overseer looking over the balcony in opening cutscene of Funeralopolis

Edited image of Super Imposter looking through window in No I’m not a Human demo cutscene with thin man and FEMA inside the house

Indie game collage of Blue Prince, KARMA, and The Midnight Walk

Close up shot of Jackie in the Box

Silhouette of a man getting shot as Mick Carter stands behind cover

The ghost at the end of the hallway