Why Xbox One's Kalimba is totally - and totem-y - awesome

In all my not-that-long career as a person who judges games with big numbers, I’ve only ever given out a single 10. Although that may be more of a statement about my editor’s reluctance to award any game such a high honour, and testimony to my stubbornness in that one case, I stand by that score. In case you can’t tell from the honking great title, that game is Kalimba – an underrated gem that deserved far more of a fanfare, especially given that it was made by a studio within Microsoft’s own ranks.

Kalimba is my only perfect score, and for damn good reason. On paper it’s nothing colossally exciting – a simple 2D puzzle-platformer that has you controlling two characters at once – but as soon as you get the hang of the deftness and intense concentration the game requires, you’re hooked. The only bad thing I can say about it, other than the fact that it made me curse like a 12-year-old on Xbox Live, was that there wasn’t enough of it.

Sadly, the studio behind Kalimba was shuttered at the same time as Lionhead – in the same press release, in fact – and poor Press Play’s demise was buried under stories about how great Fable 2 was. Which, of course, is true – but so was Kalimba. (And Max & the Curse of Brotherhood, Press Play’s other, also excellent release. They had a great track record, did Press Play.) But I won’t forget the time I spent with Kalimba, partly because it was a wonderful experience and partly because I’m incredibly bitter all my friends currently look down on me from their comfortable positions atop the online leaderboard. So smug.

At the heart of Kalimba is a simple design choice – to use “trixels”, triangular pixels, rather than the standard boring square ones. The slight change in appearance this causes makes a big difference to the feel of the game, imbuing otherwise confident but fairly conventional platforming with the kind of charm I probably raved on about in my gushing ten-out-of-ten review.

Tiny black triangles bounce around pretending to be lava, ice glistens in triangular blue crystalline structures and your character pieces themselves are like something out of Jumanji – brightly-coloured totem blocks that grimace and gurn as you tumble over gaps and somersault across the level.

All of this gorgeous chaos is presided over by Hoebear, a relaxed, drawling magical bear that guides you through the tricks and tips and secret levels, instructing and cajoling you as you go. The goal is to get to the end of the level without dying – standard platforming fare – but colour-coded segments, collectibles, and various shape-shifting make this a difficult feat. I’ve decided to be satisfied with merely reaching the finish line in one piece, but the leaderboard makes it clear that my friends are much more perfection-minded than I. A similarly competitive person might take this for a challenge. I do not.

Instead, I choose to revel in Kalimba’s unique take on a genre I don’t really like all that much. I generally find platformers tedious, repetitive, simplistic and far too difficult to keep my attention for long. I think they can be needlessly challenging and – well, this isn’t about my disdain for the platforming genre, it’s about the one that showed me I’d been too quick to judge. Kalimba impressed me so much that it became one of my favourite games despite being one of my least favourite genres, and that’s hard to do.

I still find myself restarting levels over and over again, not because I am failing but because I can see exactly what I need to do and I’m merely struggling to get the jump timings just right. I imagine it’s a bit like that with ballet, but ballerinas don’t have to collect 70 hard-to-reach triangles as they flit around the stage – although I haven’t seen a ballet in a while, so I could be wrong.

Kalimba has one of those deliciously devilish difficulty curves that makes everything look easy but keeps perfection just out of reach, leaving you grasping and trying and failing and striving for the game’s approval in a way that could be considered Freudian. It’s so beautifully balanced that frustrating mechanics always feel like the price to pay for fun, rather than a hassle or a tedious chore. And when you get it right, you get a gold star – or a gold totem piece, at least.

And in the end, that’s all I want from Kalimba – the golden totem pole at the end that signifies a job well done in every level, and the respect and love of Hoebear. Kalimba itself is the gold totem at the end of Press Play’s short, sweet career – it too signifies a job well done, and the respect and love of this writer. Why not pay your respects with a download today?

This article originally appeared in Xbox: The Official Magazine. For more great Xbox coverage, you can subscribe here.

CATEGORIES
Kate Gray

Kate Gray is an award-winning writer with over a decade of experience in games journalism. Kate has bylines on a variety of websites which include GamesRadar+, The Guardian, Buzzfeed, Kotaku, Vice, Rock Paper Shotgun, and others. Kate is now writing the good words over at Nintendo Life, and can still be found tweeting about nice things and taking lots of photos of food. 

Latest in Puzzle
the last campfire screenshot showing the protagonist talking to a giant frog
Can't wait for the No Man's Sky dev's new game Light No Fire? Well, its latest and much smaller game is $1.49 in the Steam Spring Sale 2025
Stamp PSP
A 16-year-old pitch for a newly discovered first-party PSP game has me mourning the death of PlayStation's Japan Studio all over again
Once Upon a Puppet
The emotional journey behind indie adventure Once Upon a Puppet reinvents puzzle-platforming through a magical, theatrical lens
Key art for Katamari Damacy Rolling LIVE showing the Prince rolling a Katamari as the King of All Cosmos sits at a livestreaming setup.
The first all-new Katamari Damacy game in almost 8 years is trapped in Apple Arcade jail, and I can only hope it follows in Hello Kitty Island Adventure's footsteps to eventually escape
Elsewhere Electric appearing in the Future Games Show Spring Showcase 2025
Elsewhere Electric is a co-op puzzle game with a twist: one player is in VR while the other plays on mobile
Once Upon a Puppet appearing in the Future Games Show Spring Showcase 2025
A magical theatrical journey awaits in Once Upon a Puppet, where strings hold more than puppets
Latest in Features
Yasuke and Naoe ready to fight on the Assassin's Creed Shadows On The Radar thumbnail
On The Radar: Assassin's Creed Shadows coverage hub
Captain Planet #1
Captain Planet is back after 33 years with a "sexy" makeover and a message that's as important as ever: "Reality has gotten a lot less subtle"
Daredevil: Born Again trailer
Daredevil: Born Again episode 5 isn't a filler episode, it brings back the magic of old-school episodic TV
Assassin's Creed 3 screenshot of Desmond hilding a circular Isu artifact
Assassin's Creed Shadows' modern storyline is kind of non-existent and I couldn't be happier about it
An Assassin's Creed Shadows On The Radar thumbnail showing Yasuke and Oda Nobunaga armored up and on horseback, ready to ride to battle
"We really wanted you to live this history": Assassin's Creed Shadows is all about "perspective", says the game's cinematic director
A screenshot of a pink-haired protagonist in Xenoblade Chronicles X: Definitive Edition, surrounded by other BLADE soldiers and a Skell.
I spent 10 years waiting for the answers to Xenoblade Chronicles X's haunting cliffhanger ending, and it was worth the wait