7.0

SCHiM is a Charming Platformer That’s a Bit Too Shallow

SCHiM is a Charming Platformer That’s a Bit Too Shallow

One of my favorite elements about the platformer genre these days is that you can find entries that cater to a wide variety of skill levels and interests, from many of Nintendo’s more beginner-friendly offerings that are a great onboarding ramp to the medium, like the Kirby series, to positively brutal gauntlets like Celeste’s C-side levels. SCHiM is a 3D platformer from developers Ewoud van der Werf and Nils Slijkerman that falls closer to the former camp, pulling in players with its pleasant atmosphere and smooth core movement instead of through challenging trials. While this laid-back approach results in a short, chill experience with some real charm, its lack of mechanical twists and thin storytelling make it fall short of its full potential.

As for the setup, the game begins as a little frog-like critter, a schim, lives out its days inside the shadow of a human. We watch as the kid they’re bound to grows up, going from carefree days spent with friends to the crushing everyday grind of an office job. And then things get worse. The schim’s human gets laid off from work, and the resulting stress seems to break the connection between this young adult and the creature, leaving the schim all alone. From here, they need to make their way back to their human’s shadow.

Play-wise, the schim’s journey is broken into short levels where you jump between dark places while chasing after your human, who always just barely eludes you. The controls are simple: you can jump, interact with objects (usually so that you can jump a little farther), rotate the camera between set isometric angles, and check where the next objective is. Since this story takes place in the streets of a mundane European city, the schim doesn’t have to worry about navigating angry Koopas, ice worlds, or killer traps, but this doesn’t mean their trek is hazardless. They can only exist in puddles of darkness, forcing you to move between shadows cast by buildings, pedestrians, vehicles, animals, machinery, and more as you chase your old companion.

schim review

The main thing that makes traversing these environments satisfying is that the basic platforming is fluid and responsive. The schim speeds through these environments like an amphibian gliding on water, and it’s easy to maintain their momentum as you queue up a series of instantaneous leaps to reach your goal. Each time you hop, there’s a rewarding amount of air mobility that puts you in control of your trajectory, which is a big help because many of the shadows you’re aiming for are small targets. And when it comes to game feel, the smartest touch is that if you ever land outside a shadow, you get one additional smaller jump to correct things, granting some nice room for error. Add in the other subtle flourishes, like the gratifying splish-splashing sound cue that accompanies entering or exiting the dark, and it’s quite rewarding to launch this frog toward their destination.

But if SCHiM has a more obvious draw, it’s the sleek, minimalistic art style. This world is portrayed via a limited color palette that gives these environments a striking contrast, a touch that also makes it easy to spot shadows. It all looks good in a still image but even better in motion, as pedestrians move through the space with a liveliness brought out by expressive animation that makes these contemporary city streets feel alive and largely interesting to explore. Altogether, these visuals and backdrops grant this setting a playful tone that fits well with its relatively undemanding gameplay.

However, although the game is clearly going for a relaxing atmosphere, sometimes it’s a little too sleepy. Specifically, the biggest issue is how it fails to meaningfully evolve its platforming challenges, resulting in areas that are overly familiar despite changing scenery. Unlike the best platformers that constantly inject fresh ideas through power-ups, ingenious level design, and other tricks that recontextualize your simple toolset, this experience fails to introduce novelty as everything bleeds together.

Sure, different areas have a few mild unique gimmicks: you bounce off umbrellas at the beach to get extra hang time, or you’ll manipulate electricity and mechanical claws to escape a construction site, but none of this comes across as meaningfully different from what’s found elsewhere. There isn’t much in the way of puzzle solving either, and while you’ll occasionally need to stop and scan the environment for a few seconds to find a path, most of the time, the solution is trivial. It’s not necessarily that things need to be more outright challenging, just more unique, varied, and engaging. Put simply, these mundane levels fail to live up to the promising feel of the central platforming.

Unfortunately, this sense of oversimplicity also extends to the flat storytelling. This narrative peaks early when the schim watches their human grow older in a montage with some real flow and energy, as a series of natural wipes communicate the all-too-quick passage of time. After this, though, the game isn’t able to conjure much magic. There isn’t any dialogue, which makes it difficult to inject nuance into these circumstances, and it’s unable to visually capture the central human’s struggles over finding a new career, making things seem broad and cartoonish.

Even with these notable problems, SCHiM still makes for a breezy time. While its level design and storytelling lack depth, its core movement feels so good you’ll be able to forgive this for much of its runtime as you dart through well-rendered street corners. There is a coherent vibe found in the sharp art design, idyllic vistas, and low-key score, which creates a soothing ambiance that makes it easy to unwind. Although I wish it ultimately gave more to chew on, cruising through SCHiM is a decent way to spend a lazy summer afternoon.


SCHiM was developed by Ewoud van der Werf and Nils Slijkerman and published by Extra Nice and PLAYISM. Our review is based on the PC version. It is also available for the PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, and Nintendo Switch.

Elijah Gonzalez is an assistant Games and TV Editor for Paste Magazine. In addition to playing and watching the latest on the small screen, he also loves film, creating large lists of media he’ll probably never actually get to, and dreaming of the day he finally gets through all the Like a Dragon games. You can follow him on Twitter @eli_gonzalez11.

 
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