[Review+Interview] Zen Bound for iPhones (Secret Exit)

Chris Benson: A while ago I wondered if the game Zen Bound, from developer Secret Exit, had a point. I had watched the gameplay footage and read the press releases, but I just couldn’t figure out what the hell the goal of the game was. I mean, obviously you wrap things up with rope. I got that part. But, why? And, to what end?
Then I got my review copy, and interviewed Jani Kahrama and Jetro Lauha of Secret Exit. Now, I get it. The game does have goals and a challenge, but, ironically, that’s not really the point.
Read our reviews and interview after the jump.

Review
Joanna Duncan: Zen Bound is definitely not your typical iPhone game. Its unusual concept and unique gameplay really make it stand out from the crowd.
The point of the game is to wrap up objects with a limited length of rope. Trying to cover as much of each object as you can before you run out of rope (or you give up!). You control the angle of the rope by turning or tilting the iPhone, and you can grab and rotate the actual object using the touch screen. These controls are easy to pick up and that’s a good thing as the objects get progressively harder and quickly become very difficult. Yet the game is addictive, and each challenge left me wanting more.
The atmosphere of the game is very ‘Zen’ as the title suggests. This helps to keep what could become a frustrating experience relaxing and enjoyable. The game makes good use of the iPhone’s graphical capabilities, and the ‘Zen’ style is maintained throughout.
The sound design is minimalistic, but compliments the gameplay nicely. There are some satisfying twangs and creaks as the rope binds tightly around the objects.
I only have two complaints. Firstly, that some of the objects can get a little repetitive. Wrapping up different animals was great fun, but the cuboid-based shapes didn’t keep me as entertained.
Secondly, the game has limited replay value. For me, the idea of repeating some of the more arduous levels is unappealing. I enjoyed the challenge and feeling of satisfaction at completing a level, but didn’t really feel compelled to go back and improve my score.
Overall, I enjoyed the game very much. I recommend Zen Bound to anyone looking for something unique on the iPhone and at only $4.99 you can’t really go wrong.
Second Opinion
Chris Benson: Unlike most other games, Zen Bound doesn’t start with a tutorial. You’re just plopped down unceremoniously at the “world” selection menu. I suppose I could’ve clicked the “Help” button to easily learn the controls, but goddamnit, I’m a man! As such, I played the game wrong for a couple hours, before realizing two important things: One is that, while you swipe with one finger to rotate a shape, you can use two fingers to spin an object. Very important! The other is that the game plays better when you’re not 40 feet underwater. After jumping those hurdles, the game played much more elegantly, though I don’t think I ever became as comfortable with swiping to rotate the object while tilting to angle the rope as the developers intended.
Zen Bound has a fantastic sound design, with excellent music, and the graphics are very likely some of the best the iPhone can produce. It’s this combination of sight and sound, in addition to the lack of a time limit, blaring klaxon, or people yelling at you that let it live up to the “Zen” in the title. I’m not normally one to play a game with no story, explosions, or breasts, but I found myself engrossed with the game for hours, realizing suddenly one session that I had stayed hunched over the iPhone so long, I had a neck cramp.
Now I’m suing Secret Exit for medical bills and emotional damages. Expect that subpoena soon, Jani!
Interview
GD: So, Zen Bound. What’s the point? (There is a point, right?)
Jani: Well you can complete the game, but that’s besides the point. Zen Bound is designed around the idea that interaction with the game itself is fun, so rushing to the goal is less important. Whether people find it fun to zone out and play with a rope is of course a matter of personal preference.
GD: The original name of Zen Bound was Zen Bondage. Why the change? Did focus groups think it was an Ascetic Monk BDSM simulator?
Jani: You know something’s wrong with the title when the publisher can’t receive your game concept doc in email because their spam filter deletes it for naughty words.
GD: What was the inspiration for Zen Bound? Where did the idea come from?
Jani: Mikko, the lead engineer, had an idea once that some things are fun when done at a slow pace, and that some things are fun just for the interaction (like popping bubble-wrap). So he came up with a gift-wrapping game that evolved into a rope simulation.
GD: You’ve come a long way since Stair Dismount in 2002, but your games are as innovative and unusual as ever. How do you keep your ideas fresh?
Jetro: We feel there always seems to be plenty of ideas. A bit more challenging is picking ideas which are viable for a real product as well. And still the actually hard part is the actual execution of the idea and implementing them to get something released.
GD: What’s next after Zen Bound? Will you return to Stair Dismount 2, or has that project been canceled?
Jetro: We are not making any announcements regarding Stair Dismount Touch at this time.
GD: What kind of zombies are Jani Kahrama and Jetro Lauha?
Jetro: I have a weird taste for humor, which Jani among many others don’t seem to get. I usually sleep in the mornings, and I believe majority of programmers prefer sleeping in than waking up early.
Jani: I prefer my steaks rare, games fresh, and brains ripe for the picking.
Tags: Interview, iPhone, Jani Kahrama, Jetro Lauha, Review, Secret Exit, Stair Dismount 2, Stair Dismount Touch, Zen Bondage, Zen Bound





