Storybook fables that teach grander lessons about life can come in many different forms. They can be stories about humans, animals with human qualities, or tales of friendship—maybe between humans or talking animals. It’s not often that there’s a poignant yarn about a lighthouse and a bird.

The premise of *Keeper*, the latest puzzle-filled adventure game from Double Fine, suggests an oddball, almost wacky kind of friendship story. Yet, it ends up being a grander tale about life, time, and nature—one that harbors a surprising amount of emotional depth for a story about a lighthouse.

### Turn on the Light

It’s sometimes difficult to convey what makes a game like *Keeper* such a grand adventure without delving into at least some light spoilers. While I’ll try to keep things as vague as possible, please keep in mind that revealing certain story details inevitably requires discussing later sections in more detail.

*Keeper*’s story takes place in a distant future where humans have long since died out. A remote island is threatened by a dark force known as the Wither. After years of inactivity, a lighthouse suddenly topples over—the ages having worn out its foundation. However, it then sprouts a pair of legs and begins walking about, seemingly coming to life.

As the lighthouse moves forward, a curious bird named Twig flies by and decides to nest atop its peak. The lighthouse can only move forward, and as time passes, Twig aids in its journey, having developed a strange bond with this seemingly inanimate companion.

### Minimalist Storytelling with Deep Resonance

Stories like *Keeper* can easily fall apart if drowned in exposition. There could have been full-blown cutscenes explaining what the Wither is, how long it has existed, or the existential dangers it poses. There could have been lengthy explanations for why the lighthouse suddenly came alive or why Twig arrived when she did.

Instead, Double Fine has opted for a minimalist storytelling approach. There’s no dialogue; story beats unfold through short cutscenes filled with simple actions and gestures. Players are encouraged to use their imaginations to determine what’s happening and, more importantly, why.

This subtle narrative approach makes *Keeper*’s story resonate even more deeply. The lighthouse’s awakening and everything that follows can be interpreted as a metaphor for life itself. The lighthouse undergoes several phases throughout the game, starting with its first moments as it tries to adjust to its new legs.

As time goes on, age sets in and the body begins to slowly fall apart, leading to new phases with different purposes. Much like humans, the lighthouse’s body continues to fall apart and transform in new ways. Without spoiling the ending, it’s a beautiful conclusion meant to make players reflect on the nature of their own existence and wonder what comes next.

### Life and Friendship Through Twig

Life and friendship are also conveyed through Twig, the curious bird who befriends the walking lighthouse. At the start, Twig saw the strange moving tower as a friend, even though it looked nothing like her.

As the story progresses, Twig advances through life in her own way, going through various stages alongside the lighthouse. Again, without revealing the ending, Twig’s journey culminates in a beautiful conclusion that signifies the fulfillment of a personal journey she could never have expected.

### Nature and Survival

I wasn’t expecting to ponder the nature of life and existence through the lens of a lighthouse’s lamp and a weird bird’s perspective. While the beginning and end of *Keeper*’s story raise greater philosophical questions, the middle section focuses on elements of nature working together for survival.

Even without humanity, the life that remains fights to survive and to keep the world alive and thriving. A specific section prior to the game’s climax illustrates this concept through the minimalist storytelling at its best.

### Shining a Spotlight on Gameplay

True to Double Fine’s narrative style, *Keeper* has no explicit objectives throughout its entire length. This absence is sometimes for the best. The natural beauty of the world and the wonder created by a player’s actions would suffer if intrusive text cluttered the screen.

At most, brief objective text pops up if a player gets stuck. However, it isn’t always easy to locate the puzzle you need to focus on. I found myself wandering in circles several times, especially in a later section involving cruising the island’s waterways.

*Keeper*’s storytelling greatly complements its gameplay, making both feel more fulfilling. When the story begins, the lighthouse must adjust to walking on land. Like a baby taking its first steps, it has to move carefully or risk toppling over. Due to its top-heavy design, players must manage the physics to navigate effectively.

As the story progresses and the lighthouse takes on new forms, movement becomes easier—much like reaching adulthood.

### Using Light to Solve Puzzles

Puzzles often require using the lighthouse’s bulb to shine light, bringing life to darkened objects. Directing light at objects can raise platforms or open doors, clearing the way forward. The light also wards off the Wither’s darkness, though the Wither acts more as a nuisance than a true threat.

*Keeper* features no fail states or death, so there’s no pressure to complete puzzles quickly. Though the Wither’s darkness can slow progress, it won’t end the game.

Twig also plays an active role in puzzles, retrieving objects, turning cranks, or weighing down switches. The game cleverly uses a sparkling light to indicate where Twig can go, maximizing the efficiency of on-screen elements.

### A Metaphor in the Temples of Time

One particularly notable section deepened my appreciation of *Keeper* as a metaphor. To revive a dilapidated robot, the lighthouse explores three temples representing the past, present, and future.

– Shining light on the past temple’s symbol turns Twig into an egg, adding weight to pressure switches.
– The future temple’s symbol transforms Twig into a ghost, letting her pass through walls.

Manipulating time and Twig’s temporal state is one of the game’s most clever puzzle ideas. Unfortunately, this section wraps up too quickly—I would have loved to see more.

### A Thrilling Climax and Cinematic Presentation

Another standout moment comes at the story’s climax, where the game shifts from a walking simulator and boating sections to a wild, Marble Madness-style ride down a series of tunnels. Players use momentum to solve puzzles and clear areas in a fun, fast-paced finale. It’s a blast and sets the stage beautifully for the story’s powerful ending.

Double Fine makes the most of *Keeper*’s natural settings, wanting players to soak in their surroundings. There’s no dedicated camera control—this choice highlights cinematic angles such as corner shots, bird’s-eye views, and underwater perspectives.

This approach enhances the game’s beautiful, natural world, though sometimes the fixed camera angles add an extra challenge during certain puzzles.

### Friendship in New Forms

*Keeper* is a beautiful story of life and friendship. It’s the sort of tale that could be told as an animated feature and still feel powerful, but it’s at its best when paired with the puzzle design and narrative pacing unique to video games.

Double Fine shows its versatility with *Keeper*, a game that stands apart from their previous work.

If you’re in the mood to contemplate the nature of the universe, *Keeper* is the story to experience. It’s hard to imagine a living lighthouse bringing out genuine emotion, but that’s exactly what makes this game a true Keeper.
https://www.shacknews.com/article/146369/keeper-review-score

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