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Stacking Review: Double Fine’s Matryoshka Puzzle Adventure Still Earns Its 8.4

Review of Double Fine's 2011 puzzle adventure: you play the smallest doll and use other characters as your interface. Multiple solutions to every puzzle.

By mitch·7 min read
A young doll-stack named Charlie floats above a whimsical steampunk city rendered in stop-motion style.

Double Fine’s smallest hero does the heavy lifting. Stacking puts you behind Charlie Blackmore, the tiniest doll in a matryoshka set, and asks you to rescue his family from an industrialist known only as the Baron. The game came out in February 2011 on Xbox 360 and PlayStation 3, published by THQ, with a Windows version following in March 2012 and OS X and Linux versions in May 2013. It is a puzzle adventure built on a simple, clever idea: instead of a cursor or an inventory screen, you use other people.

The pitch sounds like a gimmick. It is not. Stacking takes the Russian nesting doll and turns it into a control scheme, and that single decision carries the whole game.

Charlie Blackmore and the Baron’s child labor

The story opens in a fictional version of the industrial age. William Blackmore, a professional chimney sweep, leaves his family to take a job under a powerful industrialist, the Baron. Months pass. William does not return, the family falls deep into debt, and the Baron’s agents force the four older Blackmore children — Albert, Agatha, Abigail, and Archibald — into apprenticeships. That leaves Charlie, the youngest, alone with his mother Agnes.

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A pigeon brings a letter from Albert. The Baron has split the siblings up and put them to work as slaves. Charlie sets out to find them, and recruits a friendly hobo named Levi to help him build a hideout in an abandoned section of the Royal Train Station.

From there the game moves through three set pieces. A strike at the station has forced management to use Albert and other children as coal shovelers; Charlie brokers a meeting between the strike leader and representatives from the Train Guild, breaks the strike, and frees his brother. A letter from Agatha leads him aboard the Baron’s private cruise ship, the Commodore Perry, stuck on a never-ending voyage.

Charlie turns a small group of wealthy passengers against the captain and forces the ship back to shore. A third letter takes him onto a massive zeppelin hosting an international summit on banning child labor — a summit the Baron has rigged by abducting the ambassadors who oppose him.

That is a lot of plot for a puzzle game, and Stacking wears it lightly. The tone is comedy, the theme is historical, and the child labor thread gives the jokes something to push against.

Stacking, unstacking, and the dolls’ abilities

The mechanic is the argument. Charlie can jump inside any doll exactly one size larger than he is, provided that doll is facing away from him. Once inside, he controls it. A stack of dolls can jump into a still-larger doll the same way. The player can unstack at any time to drop back into smaller dolls and reach places the big ones cannot.

Certain unique dolls carry special abilities — unlocking doors, floating to higher locations, luring other dolls around — and only the outermost doll’s ability is active. So the puzzles become questions of composition. Which doll do you wear to get through this door? Which one do you wear to get past that guard? Later puzzles require combining the skills of several dolls in sequence.

This is where Stacking earns its keep. The design replaces the standard graphical adventure interface with a cast of characters who are themselves the interface. Art director Lee Petty came up with the idea after seeing the dolls as a way to do exactly that, and the game never lets you forget it.

Two ways to clear a lounge

Stacking’s best trick is that most challenges have more than one answer. The game rewards you for finding all of them, which turns each puzzle into a small replayable problem rather than a lock with one key.

The clearest example is a challenge where you have to empty a lounge full of rich people. You can sneak a poorly dressed man into the party, or you can have another character flatulate into an air vent and drive everyone out. Both work. Both count.

There is more to do outside the main story. Side missions, unique dolls to discover, matching sets to find and stack, and “Hi-jinks” to perform with certain dolls all pay out rewards. Achievements and trophies track the same progress, and you can view everything you have collected through dioramas that Charlie’s hobo friend Levi builds.

Puzzles that respect the player’s time

Here is the part that matters most. Stacking is accessible without being empty. The puzzles are legible, the failures are cheap, and the game never punishes you for experimenting — which is the correct posture for a game whose central pleasure is trying a stupid idea to see whether it works.

Double Fine built Stacking as a smaller title during the development period of Brütal Legend, the same way the studio made Costume Quest. That constraint shows in the right places. There is no bloat here. The game knows what it is and stops.

Where Stacking sits in the Double Fine catalog

Stacking arrived in February 2011, between Costume Quest and the studio’s larger projects, and it holds up better than its budget suggests. The art direction is the reason. Matryoshka dolls are already a strong visual idea, and the game leans on them completely — every character you meet is a nested object with a face, a job, and a function.

The comedy lands because the world is specific. A strike at a train station, a cruise ship that will not dock, a summit on child labor rigged by the man enforcing it — these are stakes, not set dressing. The Baron is a villain with an actual economy behind him.

What Stacking gets right, and what it does not

The weaknesses are structural, not fatal. The ability system is only as interesting as the dolls you happen to be standing near, and some stretches of the game ask you to walk a stack of dolls across a room to find the one body that solves the problem. The plot moves in a straight line from letter to letter, and the middle chapter aboard the Commodore Perry is the thinnest of the three.

None of that undoes the core. Stacking is a puzzle game that trusts its own idea enough to build an entire interface out of it, and then hands the player multiple ways to break each lock. That is rarer than it should be.

Here is how the release schedule shook out across platforms:

Platform Release
Xbox 360 February 2011
PlayStation 3 February 2011
Windows March 2012
OS X May 2013
Linux May 2013

The order of the three story chapters, ranked by how well each one uses the mechanic:

  1. The Royal Train Station — the strike, the Train Guild, and Albert’s rescue.
  2. The zeppelin summit — the abducted ambassadors and the vote to ban child labor.
  3. The Commodore Perry — the never-ending voyage and the captain who has to be turned around.

The station wins because it is the chapter where the stacking idea is still new and the game is still teaching you what it can do. The zeppelin is the most ambitious. The cruise ship is the one that feels most like filler between two better ideas.

The verdict on Stacking

Stacking is a small game with a large idea, and it executes that idea with more discipline than most adventure puzzles manage. Charlie Blackmore is a hero you control by borrowing other people’s bodies, and the game never runs out of uses for that. The multiple-solution design is the real achievement — it turns every room into a question with several right answers, and it makes the game worth replaying in a way that single-solution puzzles never are.

The flaws are the flaws of a smaller Double Fine project: a thin middle chapter, some backtracking, and an ability system that depends on what the level designer put within reach. Against that, you get an art direction built entirely on matryoshka dolls, a comedy that has something to be funny about, and a control scheme that replaced the adventure game cursor with a cast of characters. That is a trade worth taking.

Stacking earns its reputation. It is the rare puzzle adventure that respects the player enough to let them solve the same problem two different ways, and it is the rare small game that knows exactly when to stop.

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