- Game: Balloon Studios' Botany Manor
- Release Month: April.
- Started: 01/12.
- Completed: 02/12.
A nice, breezy game to start us off this December. Botany Manor is a first-person adventure game all about horticultural studies and nurturing plants with the tools and information provided within the grounds of the titular manse. Your protagonist is the as-yet-unpublished botanist Arabella Greene, a 19th-century spinster noblewoman with a green thumb and a love of science, and in the process of compiling a herbarium of rare plants must bloom her own unusual saplings as subject matter for her manuscript's illustrations via whatever means she has on hand.
Each plant and the conditions for growing it has a series of associated clues that can be found in texts like books, wall charts, memos, and correspondence with friends and other botany scholars, and the first task is invariably gathering this information and processing what steps the game is asking you to perform. As the game proceeds, you're frequently tasked with growing multiple plants on the trot, so the clues you find also need to be arranged and assigned to the correct flora—if a plant comes from a mountaintop, you can probably narrow it down to just the clues that refer to the Alps or anything that mentions wind speed or altitude when discussing the ideal conditions for growth. The next step is locating the seeds: the herbarium includes notes to tell you their general location, but those rooms are not always easy to reach without finding the right key first. Once you finally have all the info and items required, it's simply a matter of planting the seed in a mobile pot and completing the associated puzzle to make it blossom. That might involve replicating a sunset with colored light filters, reproducing the right temperature, or using a camera's flash powder to fake a burst of lightning.
If it all sounds easy enough, well... it sorta is for the most part, though there were a few junctures where I may have taken a moment or two to figure out where to go next. For instance, to reach the citrus-growing "orangery" room (which is a word I'm almost certain the developers made up) where some vital seeds are located, you need to work around the broken stairway that leads down to it. That means finding a secret tunnel once used to hide Catholic priests back during the Tudor period when they were ostracized and needed allies to conceal them from the bonfire-happy protestants in charge: this puzzle involves figuring out where the secret door is and how to activate the mechanism used to open it, which made for an extra layer to that particular plant puzzle. The game does get a little more complex in Chapter 4 when it gives you four new plants to grow: this required a bit more ratiocination regarding which clues were attached to what as well as having the entire second and third floors of the house opened up for more real estate to scour for hints.
Overall, though, it's a pretty casual affair much like the other "walking simulators" it takes after—in particular Gone Home, which it shouts out with a series of little duck statues to find for an achievement—and is unlikely to tax you for much longer than a couple of hours. However, being driven up the wall with tough puzzles isn't really the objective of a chill game like this that's all about growing plants and walking around a picturesque Victorian estate, taking in such impressive modern marvels exclusive to the gentry like an elevator or a hot water faucet for the bath. Through extraneous notes that don't relate to the plants you also pick up on little contextual bits and pieces about Arabella and her backstory too, such as her decision to not get married and become someone's docile trophy wife with a cute "gardening hobby". A wife whose only task would be to raise and educate sons to become the venerated scholars of botany she herself aspires to be in an era where women generally aren't afforded such privilege or respect, even the rich ones. Whole lot of effective "show, don't tell" in this incidental worldbuilding.
I'll say that the horticultural puzzles were involved enough to elevate the game above something as passive as, say, a Dear Esther and closer to a Myst (albeit with way less note taking), so I had a great if leisurely-paced time with it as I pottered around a big mansion trying to remember what a "vestibule" was or wondering why Arabella kept old letters around from the Royal Society of Science telling her in no uncertain terms that her cooties weren't welcome in a honored place of learning, unless it was put there explicitly for our sakes as a bit of vital character study. Overall, a fine aperitif for the GOTY crammery to follow.
Log in to comment