Astro
Bot
is
a
game
I
cannot
help
but
to
evangelize,
raving
about
its
cute
characters,
its
bright
and
varied
level
design,
and
its
short
but
dense
8–10
hour
runtime.
But
perhaps
the
biggest
element
contributing
to
the
game’s
joyousness
is
its
sound
design,
which
makes
Astro
Bot
something
that
engages
and
delights
more
than
just
your
mind
but
your
body
as
well.
Astro
Bot
had
me
hooked
before
the
game
even
started.
I
left
my
PS5
running
on
the
game’s
preload
screen
and
was
simultaneously
soothed
by
calming
bell
tones
and
thrilled
because
the
song
conveyed
a
sense
of
imminent
wonder.
It
sounded
like
something
that
would
play
in
the
opening
sequence
of
a
children’s
movie,
letting
you
know
that
an
adventure
was
on
the
way.
Music
has
a
tendency
to
distract
me
as
I’m
working,
but
I
let
it
play
for
hours
because
listening
to
it
felt
that
good.
The
music
in
the
game
itself
is
also
banger
after
banger.
I
cannot
get
enough
of
hearing
Astro
sing
in
his
little
robot
voice,
“I
am
Astro
Bot!”
His
theme
song
is
bouncy
and
happy
and
seems
immune
to
the
pitfalls
typical
of
music
geared
toward
a
younger
audience.
“Baby
Shark”
is
only
cute
the
first
couple
of
times
you
hear
it,
but
I
could
listen
to
“I
Am
Astro
Bot”
on
a
loop
and
it
would
never
get
old.
“Astro,”
with
its
funky
beat,
is
another
song
on
my
endless
repeat
playlist.
Each
level
has
its
own
song
appropriate
to
its
theme,
but
every
so
often,
“Astro”
will
play,
and
I
giggle
longer
and
louder
in
those
levels
than
anywhere
else.
I
need
this
soundtrack
on
Spotify
yesterday.
I
could
listen
to
“I
Am
Astro
Bot”
on
a
loop
and
it
would
never
get
old
Astro
Bot’s
incredible
soundtrack
is
only
half
of
the
equation.
The
game
also
makes
phenomenal
use
of
the
DualSense
controller.
As
Astro
moved
about,
I
could
hear
the
soft
swish
of
grass
or
the
hard
clang
of
metal
underfoot.
The
ability
to
hear
environmental
sounds
emanating
from
the
controller
is
not
particularly
new
for
the
PS5,
but
what
astonished
me
about
Astro
Bot
was
the
sheer
depth,
detail,
and
quality
of
those
sounds
that
made
me
feel
like
I
could
perceive
texture.
In
one
level,
the
sound
and
feedback
from
bouncing
on
a
regular
trampoline
was
so
subtly
different
from
what
I
felt
bouncing
on
a
hot
air
balloon
that
I
could
almost
feel
the
texture
of
the
nylon.
In
another,
I
could
feel
the
rain
pelting
Astro’s
metal
body
with
a
hard
clink.
But
suddenly
that
sound
softened
and
muffled
with
a
light
whumpf
when
Astro
automatically
deployed
his
umbrella.
It
felt
like
I
was
the
one
who
hit
the
button
on
a
real
umbrella
to
do
it.
[The]
quality
of
those
sounds
that
made
me
feel
like
I
could
perceive
texture
Perhaps
the
most
magical
thing
about
Astro
Bot
is
the
depth
with
which
sound
and
the
controller
enhanced
my
perception
of
the
game.
Astro’s
Playroom
incorporated
a
lot
of
these
same
elements
and
developer
Team
Asobi
enhanced
them
greatly
for
the
sequel.
The
controller
acts
as
a
bridge
between
the
game
world
and
the
real
one.
I
was
delighted
when
I’d
fiddle
with
the
sticks
or
the
buttons
and
those
actions
were
mirrored
on
the
controller
in
the
game.
When
Astro
rescues
another
bot,
they
get
stored
for
safekeeping
within
the
onscreen
controller.
But
when
I
put
my
ear
to
my
DualSense,
I
can
hear
their
muffled
little
squeals,
and
when
I
shake
it,
the
controller
subtlely
rumbles
as
though
those
little
suckers
are
actually
in
your
hand.
The
worlds
in
Astro
Bot
are
colorful
and
fantastical
places
but,
through
the
player’s
suspension
of
disbelief,
are
nevertheless
entirely
real.
As
I
played,
absorbing
the
sounds
coming
out
of
my
controller,
I
had
a
revelation.
Of
course,
there
are
logs
of
wood
in
the
gardening
world,
but
when
I
hit
them,
they
made
the
distinct
hollow
noise
that
comes
from
striking
two
Lincoln
Logs
together.
It
made
me
realize
that
there
are
two
games
going
on
in
Astro
Bot.
In
one,
I’m
a
little
robot
rescuing
my
friends.
But
in
the
other,
I’m
actually
just
playing
with
toys.
(Originally posted by Ash Parrish)
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