Reditum Obstacles and Rewards

Clara Fairbanks
MEA 300: Game Design
2 min readOct 17, 2017
Reditum by Apophenia

Reditum is the weirdest game I have ever played. The art work in the game is completely surreal, the characters looking as though they walked directly out of Hi-Fructose magazines and the scenary so lush with strangeness it could have painted the walls of Upper Playground circa 2012. Aside from the graphic the most unique feature of the game is perhaps the absence of what you might call obstacles and rewards. There are no points, no way to accrue lives or loose them. The game is an exploration of a two dimensional space that is so foreign it is worth exploring.

The primary obstacle within the game may be identified as any impediments to moving to the next section of this world. However, the unique system of the game allows for the exploration of internal obstacles — frustration, eagerness/impatience or boredom. To experience the rich world of Reditum, all of these internal obstacles must be overcome.

The reward of Reditum is the experience in of itself. After a micro environment has been explored, a passage to the next microcosm is offered — a boat, a balloon, a new path. Periodic characters, looking strangely ancient, and both inviting and grotesque, may offer wisdom in the form of pictographs to the hero of the game as he navigates. The object of the game is to be aware enough of the environment to identify these rewards and exploit them.

While Reditum may not excite the sensation of risk and peril as many other games, I did find it an incredible way to pass time in sort of a strange and meditative state.

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Clara Fairbanks
MEA 300: Game Design

fashion illustrator, software engineer, AR specialist. Following me may result in longer legs and shinier hair