Review: For a Change

For a Change has a dreamlike quality to it. All of its unusual logic comes together and really makes sense, ending up with a truly unforgettable experience. The game’s language is succinct and yet very descriptive: one line in particular that impressed me was The sun beats overhead, lending brightness and warmth, both long distant from the land you know. Items you find are strange, such as a “handlefish” or an “anchisel”, which are minimally described beyond some key traits about their demeanor. The game gives you a lot of time and material to immerse yourself in the world and try to visualize what you’re really dealing with. It wound up feeling rewarding to even figure out what an item or technique was, and then how to use it.

The key plot of For a Change is that you have to figure out how to bring the Sun back to your small land, which is overcast by a long wall. Beings in the meantime have figured out how to adapt to life in the shade. A major mechanic involves a small model replica of your land, closed off by a glass case. Your interactions and what you do to the world will end up making the true concept of the game more obvious. The climax in particular felt really satisfying.

For a Change is a short game (should only take around two hours, give or take a half, on a blind run), so it’s easy to recommend for a quick-yet-high quality experience. I kept the review light on spoiler details because I think it’s fun to figure out on your own. It’s not that hard and it has an optional built-in hint system, plus there’s no way to make it unwinnable. Give it a try.