We’ve seen video games break the fourth wall before in inventive ways, but none have done it with the absolute charm of The Plucky Squire. This Aussie-made gem has been high on our most-anticipated lists since we first saw it in action last year, and now having played the first four chapters, I’ve somehow come away even more impressed and excited. This incredibly polished adventure quite literally leaps off of the in-game pages to make a super-cute and creative experience, that I’m simply chomping at the bit to get back to when it releases next month.
The Plucky Squire stars our hero Jot, and as the game begins, you’ll walk from page-to-page of a storybook, hacking and slashing at enemies, solving puzzles and engaging with the colourful world as it’s drawn on the page. This animation really pops and looks stunning, with the book itself open on the desk, complete with a page crease in the middle. It’s colourful and childlike, harkening back to books you’d read when you were younger. It’s also narrated wonderfully by a charismatic storyteller who keeps things moving along at a delightful pace.
“Popping out of the book and into the real world gives the adventure another level entirely…”
The mere act of flicking through pages as a form of progression is satisfying, in part due to never really knowing what will be on the other side; another area to explore, or some more narrative? Even an experience that focused purely on an in-book adventure of this quality would be successful, but The Plucky Squire goes a massive step further when Jot is kicked out of his storybook by the villainous Humgrump, forcing him to explore a literal desktop in the real world.
Popping out of the book and into the real world gives the adventure another level entirely; cleverly, you’re not merely interacting with the real world on a 3D plane, but also popping in and out other drawings, stickers, bunting flags and even trading cards that are littered around the environment. Objects can be pulled between each plane as well, meaning that you’ll need to figure out what to grab and bring with you to access new areas within the book, and outside of it. None of these puzzles were overly difficult so far, but they’re certainly cleverly implemented.
Another key component to progress is swapping out words within sentences of the storybook and modifying the artwork within. For example, a “giant” bug blocking a pathway can be quickly changed into a “tiny” one with a word switch, or a nighttime scene can change to daytime to access new areas. From my experimentation, it was funny when words didn’t solve the problem but still changed the image. I took the word “drained” and placed it in the bug sentence, making the poor thing completely deflated… but still blocking the way. Some words simply don’t fit and are rejected without the comedy, but I’ll be darned if I’m not going to try and make this book as silly as possible before I turn each page.
Mini-games of sorts introduce new mechanics that are tied directly into the story, like aiming and shooting arrows at flying bugs, or a modern version of Punch-Out! against a beastly opponent. Comically, Jot’s child-like demeanour is upgraded with body-builder muscles in these moments, showing that the imagination of the storybook can transcend the characters and environments in unique ways. A particularly brilliant moment has you locked into a turn-based battle an Elf Ranger inside a literal trading card, and I can’t wait to see what other references from my childhood make appearances as The Plucky Squire progresses.
What makes all of this gel is the fact that all of the characters are aware of how silly this all is. One of your companions is understandably surprised that they are merely a plot-point in a storybook, but eventually accepts the fact that they aren’t the main character in this tale. A friendly snail and a tiny wizard pop their heads in to give clues and help where needed, but they do so in a nonchalant way that doesn’t feel like total hand-holding. The premise that has you bouncing between the real world and one of fiction is referenced constantly, and it’s genuinely funny stuff. Self-awareness can be fantastic or cringe, and thankfully The Plucky Squire is firmly planted in the fantastic realm.
There were so many clever ideas thrown at me in the first four chapters of The Plucky Squire in this preview already, it’s tantalising to think what else might be in store. Developer All Possible Futures ahs clearly put a lot of love and care into the experience to make it really shine; if you asked me whether I preferred my game time inside the book or outside of it – both with completely different art-styles but somehow still feeling entirely cohesive – I don’t know if I’d be able to tell you. They both feel wonderful, and it’s a testament to the design of both that I would happily spend hours in the pages and on the desktop. I can’t wait to see where the story goes next.
The Plucky Squire is set for release on September 17 for PC, PlayStation 5, Xbox Series X|S and Nintendo Switch. PS Plus subscribers will be able to add the game to their library as part of their monthly subscription.