Snufkin: Melody of Moominvalley begins with a farewell. The music swells and this farewell tugs hard at the heartstrings. It’s a goodbye to Moomin, so you might think it’s not an important goodbye – only to Moomin, after all. But it sets up the main arc of a good and imaginative musical adventure.
For the uninitiated – and we’re not exactly experts ourselves – Moomin looks like a cross between a snowman and a hippopotamus. They walk upright and talk, and seem to have the ability to grow crops and build fairly sophisticated houses. The humanoid Snufkin is seemingly accepted into their society and is invited to help with their various problems. These problems range from a dry garden to a lost manuscript and everything in between. “What could lie between a dry garden and a lost manuscript?”, you might ask. Answer: a giant crab that Snufkin has to play the flute at level 4 inspiration. But about all that later…
Snufkin: Melody of Moominvalley is a charming adventure set in the land of Moomin. Norwegian developer Hyper Games absolutely took the license and ran with it. Hailing from neighboring Finland in Tove Jansson’s series of storybooks, the casual Moomin characters are perfectly suited to the game’s understated art, peaceful atmosphere and Scandinavian flavor. The ethereal music – a collaboration with the Icelandic post-rock band Sigur Rós – is the icing on the Nordic cake. And it’s a deep, dreamy soundtrack that leads to a farewell to the game.
It’s a painful goodbye because it’s for the Moomin’s winter sleep. The earth is smothered in a crisp, white blanket; the trees are bare. Snufkin and Moomintroll enjoyed a whole year together, but the passing of the seasons dictated that it was now goodbye. And that’s why this Good bye hurts: time waits without Moomin. Sweet happy memories of the summer months meet the bitter reality that there are only so many summers in life. The stronger the friendship, the worse is the tragedy that life is so short.
So Snufkin and Moomintroll are separated, with the promise of a return in the spring, which marks the beginning of the game’s main quest. Returning to Moomin Valley amid a beautiful watercolor rendition of budding trees and blooming flowers is a treat for the eyes. Traversing this lush world is smooth and inviting, with bushes you have to shuffle through and rocks you can pick up and drop and then jump on to cross streams or climb small cliffs. But out of all that sweetness comes a surprisingly sharp game.
It’s not also nervous, but has just a little more bite than we expected. While we were prepared for some gentle stealth mechanics, we didn’t expect them to be built around destroying some pretty nice parks. The parks are surrounded by beautifully decorated iron fences and hedges, and are kept in good order by patrolling police officers. As pleasant as they may seem, these parks clearly do not agree with Snufkin’s philosophy of life. You are tasked with sneaking through them, avoiding the sight of the guards and gradually tearing down the statues and tearing the signs that prohibit Snufkin’s favorite activities – like drinking tea or smoking a pipe. After it was completed, the park was completely obliterated and Moomin Valley was returned to its natural derelict state. It’s not overly complex or challenging, but it runs smoothly and is fun to play – even for less experienced players.
The “melody” part of the adventure is more of a thematic addition than an intricate gameplay mechanic. Icons in the world show where it will be effective to play an instrument — the harmonica is available first, then the flute and the drum — and this is done with the simple press of a button. Playing instruments imaginatively affects the characters and the environment. Flying birds are temporarily stopped, mounds of earth are blown away, ducks are encouraged to follow – the world comes alive. The presence of these instruments also serves as an incentive to appreciate the game’s ambient yet driving soundtrack. The general feeling is that the music kind of supports Mooma’s universe, and the beautiful art, with its hand-animated style, almost dances.
The melodic side of Snufkin is expanded with a simple leveling system. Running through cozy bushes and other environmental decorations triggers sparkling collectibles that add to the inspiration scale. As this is completed through the levels, more interactions open up. It’s not overly sophisticated, but it’s not obnoxious either – we’ve never been waited on to scour the ground for glitter – and the sounds and feel of moving around and collecting are always enjoyable.
Along the crawling parts of the park are mini-quests on the way to reuniting with Moomintroll. This includes the friendly Moominkind of the valley who deals with little mishaps that you can correct. While there is something tempting, the interactions are beautifully written and keep a gentle mood despite the minor difficulties. There’s a small amount of story to read if you’re taking a small player with you, but there’s also an option to cut out non-essential dialogue, making it easier to read.
Walking through this beautiful world is a joyous experience, albeit one that seems somehow distant. Snufkin is a visitor, helping the Moomins with their problems, not asking for help with his own. He opposes the whole world, fighting against the forces of parkification. It gives the game a strange thread of melancholy, as if you’re the ultimate outsider defending a soothing paradise more than living in it.
Conclusion
Snufkin: Melody of Moominvalley begins with a farewell. As an outsider, Snufkin does not sleep with the Moomins and must wander alone through the ice. The possibility of a reunion in the spring creates a bittersweet mood, plants the seeds of hope that grow throughout the game, and sets in motion the quest to return everything to its rightful place. Complete gameplay design and magical sounds and images make the whole adventure a pleasure.