
The easiest way to sum up POOLS is to say that the less I played of it, the better it was. While it never devolved into something I would necessarily call a "bad" game, this first-person experience about navigating surreal and eerie environments has a hard time varying its payoffs and progressing its premise to create much meaning.
As a result, the game ends up feeling kind of repetitive and empty, despite the fact that there's some clear--though inscrutable--tale being told.
The point of all this, it seems, is to unsettle you. These spaces are uncanny. You are alone. It's dead quiet but for the sound of your movements. And then, you start seeing things... or are you? Was a ladder there before? Did that statue move? Was the door closed, or did you see it being closed just as you turned the corner?
POOLS pulls this trick over and over again, and - to its credit - it definitely unsettles! I did not like being in these spaces and wanted to find a way through and out as fast as possible.
These environments have a sort of labyrinth-like structure, and you just have to get through them. The only obstacles in your way being the walls you're seemingly encased in.
When I first saw anything about this game, it was in a Reddit post where someone described it as a "chill game where there's definitely no monsters," and I couldn't tell if they were kidding or not. POOLS definitely seems like the kind of game that should have some kind of jump-scare or boogey-man come out and get you. Or, you know, have some kind of narrative that eventually at least suggests what these places are about.
But no, that never really does happen. There are some "reveals" toward the end but they end up generating more questions than answers, and all but maybe one of them do not seem geared toward capitalizing on the tension of being in these spaces.
These qualities don't really salvage the experience, though. I was my most unsettled and tense in the opening minutes of POOLS, and it did not take more than the first level to start asking if there was going to be something else that happens.
To be perhaps a little unfair, I discovered that the answer is essentially no. This is to say that there are a few key things that gesture at some reveal or storytelling, but they are so free of context and light on information to feel almost random or arbitrary. Also, when I say "a few" I mean like literally three and they all happen after you are well over halfway through a game where otherwise you're just running around.
I was certainly curious enough by what it was offering to see it through to the end, but by the time credits rolled I kind of felt like I had been strung along by a series of faint glimmers that never coalesced into something I could parse. Maybe this is a deficiency of mine as a player.
Maybe I didn't look hard enough or understand some undercurrent of environmental storytelling. I think it is entirely plausible that POOLS is operating at some level that just can't hang with, though I'm not sure it's all that probable.