Though Darwin’s Paradox has a highfalutinly scientific title, the in-game explanation is surprisingly shallow: though Darwin catalogued countless creatures, he couldn’t, claims the games, figure out the octopus. Well, neither can Darwin’s Paradox. As opposed to Octodad, which used a comically incognito octopus to actually say something about families and fitting in, this game at best aspires to classic Looney Tunes slapstick, pitting an octopus against the nefarious–and obviously alien–food corporation UFOOD that trawls him up out of the blue.

Time and again, Darwin’s Paradox refuses to put any bite to its plot, even though the Oddworld franchise pretty much wrote the book on this, opting instead for cheap jokes (and unlockable skins) about Metal Gear Solid and Frogger, or titling an early-game nemesis Steven the Seagull. This is humor that pulls players out of the game, and sadly, there’s little substance to pull them back in. It’s not as if underwater exploration hasn’t been done before, from Ecco the Dolphin to Planet of Lana II just a few weeks ago. An interview with the studio’s art director from Game Reactor claims that “An octopus isn’t just a character; it’s a gameplay revolution,” but that’s akin to someone who has only watched a single film describing it as revolutionary. There are so many adventure platformers out there, including monstrous (Inside) and non-lethal ones (Unravel), and being able to cling to walls, camouflage oneself, or send out a jet of ink isn’t really a game-changer.
If anything, Darwin’s Paradox is too beholden to the worst conventions of the genre: a lot of frustrating trial-and-error, particularly in the game’s final act; irksome, sluggish controls; and occasionally ambiguous enemies and objects, all of which kill you, a defenseless octopus, in a single hit. Even when the game has an interesting idea, like an escape sequence where you can swap between two octopi, it drowns it in tedious chores, making you swim back and forth through a giant maze of glass tubes that seems to exist purely for gameplay purposes.

Here, too, is another frustration of Darwin’s Paradox: the first half of the game presents a somewhat realistic look at UFOOD’s processing: you see their fishing in action, you see how that food is taken into the warehouse and processed, and there’s the briefest hint of a greater commentary on the cost of the food production that we largely take for granted. But from there, the game dives deep underwater to where the aliens running UFOOD live, and because there’s relatively no in-game plot (there are some discoverable pieces of lore that add nothing of value), it’s hard to understand why the aliens have, say, a martial arts dojo, or what their film studio’s propaganda is meant to be doing. If humans are so stupid, as we’re meant to intuit, why does the alien civilization look almost exactly like the human one, straight down to the way they handle train stations?
And then, of course, there’s the game’s non-ending, which downright confirms that Darwin’s Paradox is more the whiff of a fever dream than a finished product. This one octopus, declared public enemy number one by the aliens, accidentally makes his way to the CEO of UFOOD and, when he’s too incompetent to actually land any of the shots he fires at you (though every single one of his henchmen have impeccable aim), he decides his best recourse is to self-destruct the entire complex? He’s got a big elaborate escape ship/murder machine, and yet he can’t kill this octopus, inadvertently opening up your path to escape each time he corners you? And for what? The big payoff being that after you at long last reunite with the red octopus back at the surface, you wind up instead taking his place in the ship (along with Steven the Seagull, for some inexplicable reason) and are autopiloted back to the alien home planet?

I cannot stress enough that if a comic platformer in which you play as an octopus leaves a critic asking this many questions about the game’s logic, something has gone horribly wrong. Sadly, the gameplay isn’t strong enough to camouflage the utter lack of coherence, and the characters aren’t strong enough and plot isn’t silly enough to achieve that Looney Tunes logic. We understand why the caged Roadrunner meeps in the span of a eight-minute short; after five interminable hours with this nameless blue octopus, we still know absolutely nothing about it.
Review code for this title was provided by the publicist.










