Overview
In a market saturated with grimdark roguelikes and hyper-competitive shooters, a game about coloring in a black-and-white world feels less like a contrarian statement and more like a quiet revolution. Chicory: A Colorful Tale, from developer Wishes Ultd. and publisher Finji, presents itself as a friendly, top-down adventure in the vein of classic Zelda. But that cozy blanket of familiarity is a deliberate Trojan Horse. Underneath the charming animal characters and whimsical setting of Picnic lies a profound, and at times uncomfortably sharp, examination of the creative process, imposter syndrome, and the crushing weight of self-doubt.
The premise is straightforward: the world’s color has vanished, and the renowned artist responsible for it, Chicory, is missing. Her number-one fan stumbles upon the magical Brush she left behind and is tasked by the world’s inhabitants with the gargantuan job of filling it all back in. This act of coloring is not mere set dressing; it is the game’s central verb, its primary mode of interaction and traversal. The game rejects traditional combat almost entirely. Instead, its challenges are solved by painting, and its climactic “boss battles” are startlingly effective allegories for battling one’s own inner demons. With a celebrated soundtrack from Lena Raine (Celeste), Chicory positions itself not as a simple artistic sandbox, but as a narrative-driven journey that uses player creativity as a core pillar of its storytelling. It’s a game that asks more of its players than just puzzle-solving; it asks for a piece of themselves to be left on the canvas.
Key features
- The Magical Brush: The game’s core mechanic. The Brush is used to paint any and every surface, solving environmental puzzles, revealing hidden paths, and interacting with the world’s inhabitants. Its functionality expands over the course of the adventure, granting new patterns and styles that open up the world.
- Narrative-Driven Exploration: The story is not a backdrop; it is the main event. The gameplay is built around helping characters, uncovering the mystery of Chicory’s disappearance, and exploring a world that directly confronts themes of depression, artistic block, and the pressure of a legacy.
- Abstract Boss Encounters: In lieu of combat, the game features powerful, screen-filling boss encounters that represent manifestations of anxiety and self-doubt. These sequences challenge players to use the Brush in creative ways to “paint” away the darkness, serving as powerful climaxes to narrative arcs.
Analysis
The Gameplay Loop as Canvas
Chicory‘s most audacious design choice is the complete substitution of combat with painting. It’s a decision that could have rendered the game a shallow, aimless sandbox. Instead, it becomes the unshakable foundation for every other system. Painting is a utility as much as a decoration. Early on, a wilted plant becomes a platform when painted. Later, special paint that glows in the dark navigates a cave, and specific patterns activate ancient mechanisms.
This progression loop is brilliantly paced. The world of Picnic is a large, interconnected map that feels lifted from a classic 16-bit adventure, but progression is gated by artistic abilities. Gaining a new brush style or effect feels equivalent to finding the Hookshot in A Link to the Past. It fundamentally changes how the environment is seen and interacted with, encouraging constant backtracking and rewarding a curious eye. The puzzles are clever without being obtuse, always reinforcing the core mechanic. The simple act of traversing the world becomes an act of creation. Players define a space’s very appearance as they move through it, leaving a permanent, colorful mark wherever they go.
A Disarmingly Heavy Narrative
For a game that looks like a children’s coloring book, Chicory is emotionally devastating. The player character, a dog named after the player’s favorite food, is a stand-in for anyone who has ever felt like a fraud. They are not the chosen one; they are just the one who happened to pick up the Brush. The dialogue constantly reinforces this. Characters, while grateful for the help, often question whether the wielder is the “real” one. The previous wielder, Chicory, is in a deep state of depression, and the conversations with her are raw, unfiltered, and deeply relatable for any creative professional.
The game’s true genius lies in its boss fights. These are not monsters to be slain but abstract, pulsating masses of darkness and doubt, accompanied by Lena Raine’s frantic, anxiety-inducing score. They are fought by painting over them, frantically splashing color onto the screen to push back the encroaching negativity. They are, without exaggeration, some of the most effective representations of a mental health struggle ever put into a video game. They are frustrating, overwhelming, and ultimately, cathartic to overcome. The narrative doesn’t offer easy answers. It argues that self-doubt is not an enemy to be vanquished, but a persistent condition to be managed, understood, and lived with.
Visuals & performance
The game’s aesthetic is a bold and successful gamble. It starts as a stark, black-and-white world, putting the onus entirely on the player to create the visual palette. This could be a flaw, but here it is the entire point. The world becomes a personal reflection of the journey through it. The spartan line-art style ensures that whatever colors and patterns are slapped down, the result is almost always charming. Lena Raine’s soundtrack is the other half of the emotional equation. It swells, recedes, and jitters in perfect sync with the narrative beats, shifting from placid pastoral themes to discordant, bass-heavy tracks during moments of intense emotional turmoil. The score gives every scene its emotional weight. A 2D game of this scope is also light on hardware, which suits its modest platform targets well.
Platform nuances
Chicory‘s design translates differently across its platforms. On PC via Steam, a mouse and keyboard offer the highest degree of precision for the Brush, closer to a genuine digital art tool and well suited to detailed, deliberate coloring. On the Nintendo Switch, painting with a controller joystick is inherently less precise and can feel floaty, though it remains perfectly functional for the puzzle-solving aspects. Where the Switch shines is in handheld mode, where the touchscreen allows for a more direct, tactile painting experience. The trade-off is one of precision versus comfort, and neither choice is wrong.
Final verdict
Chicory: A Colorful Tale is a landmark achievement in interactive storytelling, and one of the very best of its kind. It takes a simple, almost childlike concept and wields it with surgical precision to explore complex, adult themes without ever feeling preachy or overwrought. It’s a game that trusts the player’s intelligence, rewards their creativity, and respects their emotional investment. This is a game to feel, and one whose lessons on kindness—both to others and to yourself—will linger long after the credits roll. We recommend it without hesitation.
Reviewed by the Rankeno RPG & Adventure Desk. Scores are out of 10; the overall score is the desk’s editorial judgement, informed by the four sub-scores above. How we review