8 wordless games that still tell a compelling story

8 wordless games that still tell a compelling story

Story doesn’t generally originate from discourse. Cunning diversion engineers realize how to transmit plot and inspire feeling through an assortment of different methods; melodic score, symbolism, shading sense of taste, outward appearance – the potential outcomes are huge. Furthermore, frequently, stories are even more dominant for not falling back on words. As the old screenwriting proverb goes: show don’t tell.

In light of this, we’ve assembled a rundown of eight computer games that recount a dazzling story and submerge us in their universes without the utilization of a solitary verbally expressed word.


There’s something oddly calming about the surrounding air of RiME. Sound, visuals and ongoing interaction meet up to fashion the account of a lost kid, a secretive island and his voyage back home. The account itself is truly cut into the island world our hero appears on. Cavern sketches recommend the roots of the unusual isle and each mechanical riddle the kid finishes opens a fragment of lost history.

Guided by a mysterious fox, the kid meanders the island looking through each barbed bluff and turquoise narrows for the appropriate responses he looks for. In spite of the fact that the diversion presents no complete goals, raised melodic scores, perplexing appearances on the essence of our hero and dream-like cutscenes tell a dynamic story of distress, urgency and, above all, trust.

Perplex amusements regularly penance story to concentrate on complex riddle mechanics. In any case, this isn’t the situation in The Gardens Between. Set on a variety of sandbox islands populated by a gathering of things culled straight from the recollections of beloved companions Arina and Frendt, this independent pearl joins story and astounding easily.

The numerous items embedded into each bright stage (things like toy vehicles, morning timers and computer game consoles) uncover profound certainties about the lives and connections of these characters without a solitary word being verbally expressed. Controlling time is likewise part of the ongoing interaction, proposing Arina and Frendt need to remain secured their at various times, not willing to separate and move into their very own distinctive prospects.

The Gardens Between is an awful story of growing up and moving from adolescence into adulthood, a genuine transitioning story told in an inconceivably unique way.

Elderly person’s Journey

Your point in Old Man’s Journey is to help an elderly person on his movements, beating baffles while taking in the wonderful watercolor world around him. It’s a basic amusement with basic designs, fuelled by a basic point and snap framework. Yet, this effortlessness is deliberate, and takes into account the story to be the point of convergence of the amusement.

Guided by the substance of a letter he got, our matured hero sets out on a journey of both self-revelation and reflection, as he travels through energetic urban communities and clamoring harbors absorbed his very own history. Silent cutscenes delineating minutes from his more youthful days recount the elderly person’s story, depicting a specific bitterness which waits on even once his dim recollections have been left previously.


Approach any individual who’s played Journey for their contemplations on the diversion and you’re probably going to get a similar reaction; this amusement is a magnum opus. Some way or another, Journey thinks about pretty much the majority of life’s unavoidable issues without the articulation of a solitary word.

Flame up the diversion and you’ll be blessed to receive sandy ridges softening into a delicate pastel sky with the sole focal point being a splendid signal ejecting from a faraway mountain. Our robed voyager basically needs to arrive. Be that as it may, sun-splashed sands before long transform into dull caverns, where exceptional modification in the shading sense of taste changes the pace and tone of the diversion. The going with score is dazzling too, with taking off symphonic swells saying more than any discussion ever could.


Virginia has been named by some as an average strolling test system. In any case, Virginia offers significantly more than that if, as the player, you’re ready to truly delve into what is happening. Players control recently appointed FBI specialist Anne Tarver as she handles her initially missing people case. Ongoing interaction is segmented off into forty-two parts, most loaded up with just seconds or minutes of interactivity before abrupt changes in time and spot tear you away.

The general story of Virginia may seem dubious, yet on a more profound dimension a truly advantageous story can be sorted out from all the figurative pieces of information, symbolism and soundtrack.


At first look Abzû appears to concentrate on conveying just an unwinding, bright marine experience. Be that as it may, much the same as the genuine oceans Abzû draws motivation from, there is quite a lot more hiding underneath the surface. The sea goes about as the player’s reality and, as the water streams from detached inlets into the endless mass of untamed water, the playable jumper will be pulled through them on an unconquerable ebb and flow.

Abzû’s account is covered up in bizarre dream arrangements which may not at first bode well when analyzed without anyone else, however when you sort them out an amazing story develops. One that will abandon you doubting what precisely it is you just seen long after the credits roll.


Maybe the darkest diversion on this rundown, Inside is a multi grant winning grandstand of how a shading plan, provisional melodic score and unpredictable foundations can hoist a title to magnificence.

Inside plays intensely on its 2D puzzler roots however collaborations happening in the Orwellian foundations gradually start to bring up issues about the idea of the kid’s experience into the peculiar logical lab he in the end ends up lost inside. Amid the initial couple of arrangements these connections are dubious and forgettable, however they before long progress toward becoming agitating, at that point aggravating, at that point something different altogether.

With no spoken or composed content, it’s left to the player to unwind the exceptional story of Inside. Fan hypotheses have emerged since the diversion’s 2016 discharge, however PlayDead (Inside’s engineer) have stayed quiet on a strong answer. At last, the story, the kid’s destiny, and the thinking for his adventure is altogether chosen by the player.


Gris handles a standout amongst life’s most troublesome feelings, anguish. Against the clear canvas of a white sky, a female figure throws a desolate outline. Tumbling from the sky, she in the long run grounds far underneath on a barren scene without shading.

As the young lady travels through the deserted world, she step by step returns shading to it, a rich analogy for the adventure once more from disaster. Each shading speaks to a specific feeling and adds another component of profundity to both the story and the principle character, stressing our association with her and controlling the enthusiastic story. Shading is the language the designers use to convey a story here, and it resounds on a profound and ground-breaking level.


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