Wilmot’s Warehouse is a puzzler with an intriguing roominess at its centre
Wilmot’s Warehouse is a puzzle game that’s made me really think about puzzle games. This shouldn’t be surprising, since the people who made it were also some of the people responsible for the glorious game Hohokum, which made me think about all kinds of unexpected things. Hohokum was expansive and constantly surprising, Wilmot’s Warehouse is tightly focused – and constantly surprising. It’s surprising, I would argue, in a way that puzzle games usually are not.
Wilmot’s Warehouse, which is out now for PC, Mac and Switch, is all about running a warehouse. Peer beneath the abstracted visuals and you are a little guy in a very big room, taking in consignments of various goods, storing them, and then delivering specific goods to people who want them, when they pop up behind a roller-door at the far end of the playing area. Everything is a little square here. You are a little square, the people who order specific goods are little squares. And the goods themselves are little squares, divided up by different designs – some have stars or crosses on, others resemble springs or security cameras or magnets.
You can only see the specifics of the goods when you’re very close to them, and the warehouse is pretty big. This suggests that the game is all about tension. I was prepared for a sort of satirical look at how awful it is to work at Amazon, say, with the relentless grind of new goods coming in and the orders stacking up, the warehouse measureless to man. I was ready to panic – and there is certainly some of that to Wilmot’s Warehouse. But there’s something more too. Something really interesting.
Original Post By – Eurogamer