ISLANDS: Non-Places Game Cover

"Islands: Non-Places" is a first-person exploration game where players navigate through surreal and abstract environments. The game features a variety of unique islands, each with their own distinct atmosphere and puzzles to solve. Players will uncover hidden stories and secrets as they journey through these non-places, making for a thought-provoking and immersive experience.

  • iPad
  • iPhone
  • Mac OS
  • PC
  • Phone
  • Windows
  • Linux
  • Mobile Platform
  • Tablet

Reviews

62%
Audience ScoreBased on 463 reviews
graphics32 positive mentions
story8 negative mentions
  • A beautiful interactive art exhibition that captures the serene side of liminal spaces.
  • Visually stunning with a unique atmosphere, making it a relaxing and thought-provoking experience.
  • Offers a surreal exploration of everyday environments, transforming mundane settings into intriguing art pieces.
  • Lacks traditional gameplay mechanics, feeling more like an interactive art installation than a game.
  • Very short experience with minimal interactivity, leading to a sense of boredom for some players.
  • The audio can be grating and distracting, detracting from the overall calming atmosphere.
  • graphics82 mentions

    The graphics of the game are characterized by a stunning minimalist aesthetic that evokes a sense of calm and beauty, often likened to an art installation rather than a traditional game. While some players appreciate the intriguing imagery and the seamless integration of sound and visuals, others find the low contrast and limited interactivity detract from the overall experience. Ultimately, the visuals serve as a medium for artistic expression, inviting players to engage with the atmosphere and sensations rather than conventional gameplay challenges.

    • “Beautiful game, stunning graphics, wonderfully relaxing.”
    • “Mr. Burton combines simple visuals with evocative soundscapes to create a beautiful sense of place-without-place; ordinary objects and settings are made fantastic while somehow still maintaining a quiet mundanity.”
    • “Sounds and visuals merge beautifully into a mesmerizing experience.”
    • “It's more of a series of virtual art installations than an actual game, which I'd normally be all up for, but this one is simply boring and didn't bring anything of aesthetic or artistic value to the table.”
    • “Minimal graphics and simple gameplay.”
    • “First and foremost, you should not go into this expecting a game proper, but rather a showcase of minimalistic aesthetic in the game.”
  • gameplay56 mentions

    The gameplay in "Islands: Non-Places" is largely minimalistic and lacks traditional mechanics, often described as more of an interactive art piece than a game. Players engage in simple actions like clicking on glowing objects and rotating environments, which can feel repetitive and lacking in depth. While visually intriguing and conceptually interesting, the overall experience may not satisfy those seeking substantial gameplay, making it more suitable for fans of casual, surreal art games.

    • “Its short, its gameplay is simple, but oddly enough it is a visually interesting game with some pretty weird ideas.”
    • “It is a very conceptual game you may find on mobile/web platforms ala Zenbound, and the gameplay here is rotation of environments (or objects... an entire lounge which has an impressive flooding sequence, or a fridge which spews its contents into a light pattern you have to click on...) you are completely restricted to rotating objects and clicking on parts of them, meters, lights, etc... to trigger the next animation/level change/cutscene into happening.”
    • “The dev has a great imagination, and the liminal spaces on display (parking lots, ATMs, fountains) are explored in delightful ways that blend the mechanical with the organic.”
    • “The mechanics of the game itself have no real hurdles; like some other reviews mention, it feels more like an art piece or a slice of life narrative.”
    • “This is a rather experimental 'game.' It's interesting to look at and interact with, but it's rather short (made longer only by the fact that you have to wait for a lot of stuff to happen) and there's essentially no gameplay; click the shiny things, that's it.”
    • “Let me explain the gameplay: scene starts up > click the glowing thing > wait for stuff to happen > now click the new glowy thing which now also has a chime to it > rinse and repeat until the number of chimes is unbearable and annoying, completely drowning out the good atmospheric tones in the background.”
  • atmosphere52 mentions

    The atmosphere of the game is widely praised for its surreal and experimental qualities, with many reviewers highlighting its striking visuals and immersive soundscapes that transform mundane objects into captivating art installations. While some find the experience to be more of an interactive art piece than a traditional game, the overall ambiance is described as beautiful, complex, and evocative, making it a worthwhile exploration for those seeking a unique atmospheric experience.

    • “Beautiful interactive environments that nudge you through each surreal and atmospheric scene with subtle visual and audio cues.”
    • “For visitors searching for an inspiring new experience, it is exploring ten minimalistic installations in a relaxing atmosphere, watching them evolve into surreal dreams of aesthetic perfection, being enchanted by rich colored tints and experimental sounds, by living terminals and dancing suitcases, knowing that something special and magical is going on.”
    • “Visually it's very striking and creates very pretty and unusual surreal atmospheres.”
    • “There is also a prevailing atmosphere of non-presence, somehow missing the moment.”
    • “The screens and video do not represent the whole atmosphere when you actually interact with it.”
    • “Mundane everyday objects and situations become borderline experimental, alienating structures, places we don't really mention in our busy world not only get their own, individual atmosphere and attention, but become brutalistic art installations that tell their own story.”
  • story40 mentions

    The story in "islands: non-places" is not a traditional narrative but rather an exploration of ambient scenes and visual storytelling that conveys a sensibility about beauty in overlooked places. Players engage with a series of surreal, artistic environments that evoke mini-stories through their atmosphere and soundscapes, despite the absence of a linear plot or protagonist. This abstract approach may appeal to some for its depth and aesthetic, while others might find the minimal interaction and replay value lacking.

    • “Mundane everyday objects and situations become borderline experimental, alienating structures, places we don't really mention in our busy world not only get their own, individual atmosphere and attention, but become brutalistic art installations that tell their own story.”
    • “It does not have a story in the basic 'linear sequence of words' meaning of the term (since there are no words), but I'd argue it does tell mini-stories, just without words, using a visual and aural language.”
    • “So, while there isn't an actual story per se, the depth of experience bears witness to a more transcendental, subjective tale.”
    • “There is no story, instead you are observing ambient scenes with surreal effects.”
    • “Islands presents a number of fictional places in the same kind of 'magical realism' you can find in the superb Kentucky Route Zero, but doesn't add a story -- it just lets you explore on your own.”
    • “The story in Islands: Non-Places isn't really a story told, but rather a sensibility conveyed.”
  • replayability8 mentions

    Overall, the game has very low replayability due to its short length, minimalistic gameplay, and lack of challenge or skill requirements. Players noted that interactions with the landscapes yield no significant differences in outcomes, further diminishing the incentive to replay.

    • “It is very short, there's no replay value, no challenge, and no skill required at all.”
    • “That being said, its replay value is quite low and its initial presentation is fairly abstract with very minimalistic gameplay (no story, 'rotating and click') which may turn off some of its appeal.”
    • “Replayability is also not really a thing; there seems to be no difference in results based on how you interact with the landscapes.”
  • music8 mentions

    The music in the game is generally considered unremarkable, with some users noting that it lacks the appeal to be enjoyed outside of gameplay. While the atmosphere and art are praised, the sounds and music do not stand out as particularly relaxing or memorable.

    • “Great atmosphere, music and art.”
    • “It's not like you're going to hunt down the soundtrack and pop those tunes on at the gym, oh hells no.”
    • “There's no music; the sounds aren't close to relaxing.”
    • “The sounds and 'music' are fine, but nothing special.”
  • humor6 mentions

    The humor in the game is characterized by a quirky and subtle charm, blending beautifully with its surreal and eerie atmosphere. Players find it to be thought-provoking and curiosity-provoking, enhancing the overall experience with a unique blend of beauty and humor.

    • “These scenes have a lovely sense of simple beauty combined with a quirky sort of subtle humor.”
    • “It's beautiful, it's thought provoking, it's humorous, it's surreal.”
    • “What it is, is a place to be that's eerie, funny, weird, curiosity-provoking, beautiful.”
  • grinding4 mentions

    Players generally find the grinding aspect of the game to be tedious and repetitive, particularly as they progress beyond the initial levels. While the first few episodes are enjoyable, the experience tends to wear thin and become less engaging as the game continues.

    • “The game did begin to wear thin about halfway through its levels, as I found it to feel a bit tedious and repetitive, but I really enjoyed the first 5 episodes or levels/scenes that I watched, the flooding lounge area being my favorite of what I saw.”
    • “But other than that, I found it quite tedious to sit through.”
Positive mentions (%)Positive
Neutral mentions (%)Neutral
Negative mentions (%)Negative

Critic Reviews

40% average critic score

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