
In my brief time with The Plucky Squire, I've saved a rocket ship from the scrap heap, used that rocket ship's son to jetpack around a toybox world, watched some heavy metal-loving sheep rock out on a mountainside, and entered a futuristic side-scrolling future to earn a rubber stamp with the power to stop time. Given that all of this happened within barely 45 minutes, I'm starting to feel as though the full package could prove to be yet another example of something that's fast becoming a beloved design principle.
Jumping into the game's sixth chapter, I'm not entirely up to date with everything that's brought me to this point, but I'm heading up a rock and roll-themed mountain, clambering through the pages of The Plucky Squire's 2D, picturebook aesthetic. Eventually, however, something bars my way - a fast-moving, industrial machine that threatens to mince me if I try to move through it. So, naturally, I'm encouraged to step off the pages of the book, into the 3D world around me.