
It's been many years since I visited Japan for the first time. I'm a little familiar with Japanese from my college classes, but my vocabulary and repertoire of Kanji is very limited. This made getting around Tokyo into a fun experience as I tested what knowledge I did have in order to get around. One day, I stopped for some drinks in Yokohama and pointed to the whiskey on the menu. "Kore wo kudasai," I said (This one please), and the waitress asked me something I didn't understand. I hopelessly tried to search my brain to figure out what she was asking me, but no juice. I apologized, but this very kind and determined waitress wouldn't let it go. "Water, Rock," she told me a few times, until it clicked... Ice!
Chants of Sennaar repeatedly reminded me of that interaction. When I saw the concept for this fascinating indie puzzler, I knew that I just had to play it. I've barely ever seen games that feature language barriers as a gameplay mechanic, but here is one almost entirely dedicated to the idea.
You begin Chants of Sennaar with no knowledge of the language spoken by the mysterious people that inhabit its world, but you quickly pick up on the most basic concepts through context, such as open & closed or me & you. Before you know it, you'll be trying to figure out abstract concepts like god, love, duty and beauty. The game lets you write down your best guess for what a word means and displays it conversations with NPCs, but only confirms the meaning of words in grouped sets displayed by the in-game journal. In that sense, the game reminded me quite a lot of how Return of the Obra Dinn worked, which is not a bad thing at all. Though, as a result, it does share a similar flaw in that you can brute force the system with enough determination.
The game takes place entirely in a tower inspired by the biblical legend of Babel. Much like in that story, Chants of Sennaar features several tribes who find themselves isolated and unable to communicate with each other due to their different languages. Each language that you encounter poses a unique challenge inspired by the quirks of real life languages, whether it be the numerical system of the Alchemists' language or the Object-Subject-Verb sentence structure of the Bards' language. Learning these languages is coupled with a variety of great puzzles that you need to overcome in order to make your way to the top of the tower.
The languages, the puzzles, the world and the presentation of the game all feel exquisite. Most of my time with the game was excellent, though I did have a few sore spots to mention. There are a handful of intrusive stealth sections that, while short, felt like significant hiccups in the otherwise great pacing of the game. The biggest issues arise in the game's latest sections. I did enjoy the puzzles that require you to translate messages between the different tribes to form "connections," but the backtracking did not add much to the experience. I also ended up missing a handful of words in two of the languages, and it was a pain to wander around trying to figure out how to complete them, as there is very little direction given to you.
Despite any complaints I may levy, the truth is Chants of Sennaar quickly rocketed itself to my list of favorite games of the year. The developers at Rundisc have done an incredible job of capturing the feeling of a language barrier, and the story's message of overcoming this barrier to form connections with other people despite our differences is incredibly relatable today. The gameplay concept is very compelling and thoroughly executed, and I had a total blast. This is an easy recommendation for anyone who's into brain-teasing puzzlers.