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AER: Memories of Old (2019, Nintendo Switch) Review



THE SEED OF A MASTERPIECE


Also for: Blacknut, Linux, Macintosh, Playstation 4, Windows, Xbox One


My first critical impression of AER: Memories of Old (delevoped by Swedish studio Forgotten Key) came as soon as I pushed the controller sticks to move. It wasn't great. The player character sprinted forward a little too quickly for my liking, with the running animation not feeling quite like it connected with the ground. "How typically indie", I thought, "but I'll bite." 

I was controlling a young woman named Auk through a set of caverns in a tutorial setting, learning the basics of movement and reading up on some lore. The game looked technically hampered by low-polygonal visuals, but not without aesthetic merit. A comforting atmosphere settled via the ambient soundtrack. I leaned back to relax.

But then indifference turned to euphoria just a few minutes later, as I left the caverns for the overworld. I stepped out into a sort of heaven; a set of islands floating in a glorious, sun-drenched skyrealm amidst giant cloud formations. And soon, I realized the developers knew exactly what they were doing. Since Auk (which is the name of a real-life bird species that's prone to swimming) is not merely human, that floaty running animation was deliberate.


A message on the screen told me to double-jump, so I did, and before my eyes Auk transformed into a bird. It was an animation as natural as rain. I started soaring the stratosphere, and if anything was left of the Earth far below, it was hidden behind a thick groundbox of mist. The music (brilliantly composed by Cajsa Larsson) became angelic, with low-key synthesizer choirs accompanied by a playful banjo. 

Regardless of what comes later, that first, single seamless shift from earthbound to airborne makes the game unforgettable. Flying is usually an imprecise, clumsy affair in video games, but Auk controls like second nature. AER: Memories of Old completely nails it. You feel liberated and empowered. You can take off from anywhere, even mid-air, and then change back with the same ease, never having to worry about the landing. Auk handles it herself by intuition.


Further elevated by the magical soundtrack, this was about as ecstatic I've ever felt playing a video game. Double jumping from anywhere and plunging down wherever you want to explore is a dream come true. The sense of scale is overwhelming. New islands appear all over the open world, a few different biomes shift the overall mood, and colossal cloud formations conceal God-Knows-What, calling out to my curiosity.

Unfortunately, there's a flipside to the coin. There's not much "game" to AER: Memories of Old. You fight no enemies, no skill is required, there are no artefacts to uncover and not much sense of progression. Apart from a few individuals and animals, the world is uninhabited. The flying mechanic only pertains to exploration. Once you go underground you lose that ability. And to beat the game, you need to go underground, because that's where the bulk of your quest takes place. You might say AER suffers from the first Assassin's Creed-syndrome; following the game's directions strips away the best parts of the experience.


In the huge underground caverns, you need to figure out some very simple pressure plate-puzzles, clear some platforming challenges, navigate some mazes, and above all discover what tore the world apart into islands. The lore is revealed through fragments of runes and lingering spirits, caught in freeze-frame, that you expose by shining with a magical lantern. Some of them are accompanied by one-sentence remarks, in written form, that serve as puzzle pieces to the bigger picture. 

It's a tale of kindhearted animal gods promoting lowly humans to become their equals, which in turn caused human hubris. As for the story of Auk, it hardly exists. She's an empty, wordless vessel learning about ancient history, and the chain of events she unearths feels impersonal, like watered-down retellings of myths we've heard a thousand times before.


At the end of every set of caverns you meet an ancient deity. Everytime this happens you expect some sort of crescendo, like a Shadow of the Colossus-style boss encounter, but instead the challenge fizzles out in a brief monologue about the history of the world, and your part in saving what's left. I don't personally mind this lack of release, but the lore is too minimalistic to hold my interest. 

I really wanted to like it more, but in the wake of the initial rush I found the experience too hollow. The exploration itself remains great - without a doubt the best I've seen in any game - and the world looks beautiful. But it doesn't hide much meaningful content, apart from what little you can deduce for yourself. The graphics are too minimalistic to leave room for much visual storytelling. As for the challenges; running, jumping, navigating, solving simple puzzles and finding tidbits of lore feels too limiting when juxtaposed with the liberation of soaring the skies.


AER doesn't last long, maybe 3-5 hours depending on how meticulous you are. I'm thankful for that, given how little it offers apart from that initial ecstasy of finding your wings. The audio design, with subtle and seamless changes in the soundtrack as you explore, is also a cornerstone of the experience. When enveloped in the soundscape it becomes a recreational place, like an own, private corner of heaven.

But unfortunately, knowing how little I discovered whilst exploring, I doubt the sensation will return if I dive back in there - at least not to the same extent. Now, I can settle with playing the soundtrack on YouTube and go back in memory alone. The game doesn't meander, so it's perfect for a weekend, or a break from a long-running playthrough of another game that's starting to overstay its welcome. And it is quite possibly a superb game for reclusive, sensitive people.


I've personally been obsessed by dreams of flying for the longest time. Back in the early aughties, I remember hoping that Fumito Ueda's third game, after Shadow of the Colossus, would have you controlling a little bird. Inspired by that game's opening shot of a bird flying by the protagonist, Wander, and his horse on their way to the Forbidden Lands, I hoped we'd get to explore the same lands from the skies. Much later, after hearing Alasdair Roberts' masterful folk song Waxwing, I realized that the gameplay could revolve around finding food for your chicks.

Over the years I've been frustrated by the absence of such games. Just for breaking the deadlock, and giving us the world's best flight mechanics, Forgotten Key should have ruled the world. They were sitting on a goldmine. I would have loved to see the studio flourish and eventually put their skills to the test in a full-fledged open world full of beauty, mysteries and flight challenges.

They could've added loads of earthly secrets in ruins, lairs and keeps. And how about some big, crowd-pleasing aerial boss fights for the trailers? Or they wouldn't necessarily have to include traditional combat, but larger predators to outmaneuver and flee. But sadly, the studio shut down in 2019, leaving this game - as well as a couple of prototype demos of other ones - as the seed of such a masterpiece. Why didn't Sony realize their potential and bring them into their fold? Now it's too late. And it seems like I will have to keep on dreaming.

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