
A game that feels like a movie. Depending on the context and genre, this is often considered the highest form of praise for a game. From charming characters and stellar voice acting to a polished story and direction, no other phrase better captures how well-crafted a game is.
Such comparisons aren't limited to films; they can apply to comics or even novels. For Shapefarm's 'Orbitals,' the point of comparison is animation—specifically, the retro animation of the 80s and 90s. First revealed at The Game Awards, 'Orbitals' caught the eyes of many gamers with its distinct retro-animated visual style.
However, there is a significant difference between watching and playing. To see how the gameplay of 'Orbitals'—which looks just like an animation—actually feels, I visited Shapefarm's headquarters in Japan to get some hands-on time before anyone else.

※ The B-roll footage used in this article is from the English version, but the demo build supported Korean subtitles.
A feeling of 'playing' an animation that is no exaggeration

The demo lasted about an hour, and I played alongside another reporter from a Korean media outlet. Since the game requires a lot of coordination, communication was key, and I was fortunate to be paired with a fellow Korean speaker.
The demo was divided into three parts: watching the prologue cutscene, playing through the prologue gameplay, and finally, trying out a separate demo chapter prepared by the developers.
While I cannot discuss the specifics of the prologue cutscene as it is tied directly to the story, I could clearly feel the affection Shapefarm poured into 80s and 90s retro animation. From the unique cel-shaded art style to the slightly raw and gritty texture, the atmosphere of that era was woven into every corner of the screen.

This held true for the actual gameplay as well. Because the visuals from the cutscenes were implemented directly into the game graphics, the unique sensation of 'playing' an animation was conveyed naturally. Unless you have a strong aversion to cartoon rendering or this style of animation, the visuals are likely to feel appealing to almost anyone.
However, not all attempts to capture the animation feel were entirely positive. One concern was the frame rate. Most animation is produced at 24 frames per second (fps). Seemingly conscious of this, 'Orbitals' limits the screen frame rate to 30 fps despite the improved hardware performance of the Nintendo Switch 2, and character animations are set to 24 fps.

While this choice aligns with the goal of capturing an animation-like feel, it seems likely to be a point of contention in terms of gameplay. I didn't feel any stuttering during play, but in an era where current-gen consoles like the PS5 support 60 fps in performance mode and 120 fps is common on PC, it certainly leaves an impression of being somewhat slow.
To borrow a line from a certain character in a manga, '4K, 60 frames... don't you think that lacks a certain charm?!' But since 'Orbitals' is a game before it is an animation, I couldn't help but wish they had provided an option to adjust the frame rate.

The gameplay itself wasn't drastically different from existing co-op games. One notable difference is that while many co-op games fix players into specific roles, 'Orbitals' offers flexible role distribution. For example, if there is a puzzle that requires both a laser and a water cannon, players can choose who uses which tool. If one player finds a specific mechanic difficult, the more experienced player can take on that role, allowing for a natural adjustment of difficulty.
However, aside from the flexibility in role-sharing, the overall difficulty felt somewhat higher than in typical co-op games. Unlike the 'start-stop' style common in other co-op games—where one person waits while the other hits a switch—'Orbitals' often requires both players to move and coordinate simultaneously.

The section that left all the reporters in the demo session speechless is a prime example. This part, which takes place on a platform that moves forward automatically, required us to balance our weight to steer left or right. Because it demanded precise control—navigating narrow passages and making sharp turns—we hit the walls repeatedly and had to retry dozens of times.
To make matters worse, some sections combined this with puzzle elements. In one notable structure, one player had to use a laser to power up a device and extend a handle, while the other had to grab it with a grappling hook to swing around a corner using centrifugal force.

Fortunately, the auto-save feature is implemented thoroughly, allowing you to restart immediately from the point where you passed a specific section. It felt like a thoughtful touch to minimize the stress caused by the high difficulty, and in practice, there were almost no unreasonable situations that forced us to backtrack significantly.
Aside from the difficulty, the core design of having two players move in tandem was a satisfying experience. As the developers mentioned before the demo, existing co-op games often have frequent moments where one player has to wait idly while the other solves a puzzle due to the 'start-stop' structure.
In contrast, 'Orbitals' requires constant coordination, like a three-legged race, leaving no room for boredom. During the demo, shouts of "Left! Left!" or "Sharp right turn!" erupted naturally, proving that the developers' intended fun through communication was successfully realized.

After the hour-long demo, I gained a clear picture of the experience Shapefarm wants to offer. Outside the game, it's about true cooperation—communicating, brainstorming, and swapping roles to solve puzzles. Inside the game, it's the sensation of 'playing' an animation rather than just 'watching' one. These two goals felt perfectly aligned during this demo.
Usually, the phrase 'it feels like watching an animation' can sound a bit hyperbolic. But for 'Orbitals,' it is no exaggeration. It is an animation you 'play' as a game, not one you just watch. For those who enjoy co-op games and love animation—especially those with fond memories of 80s and 90s retro anime—'Orbitals' will surely be a satisfying experience in many ways.

![]()
- Hongman "Nowl" Yoon
- Email : nowl@inven.co.kr


Sort by:
Comments :0