Toem begins when your nana gifts you a camera as you head off to see the “Toem” phenomenon. She nearly shows you her own photo from when she did the same thing at your age, but hastily hides it. Seeing the Toem phenomenon is presented as a rite of passage, and something you really just need to experience for yourself. She never describes exactly what Toem is, just that it’s spectacular and life-changing. But maybe what she’s really remembering is the journey to see it.
Most of Toem is essentially a series of photo puzzles. When you first journey away from home, you learn that you can collect stamps on your community card by performing acts of kindness for townspeople (which almost always involve a camera, somehow) or fulfilling photo challenges. You might be asked to find a cartoonishly shady character hanging around town, or to point a lighthouse keeper in the direction of boats that need help using your zoom lens. Collecting enough stamps gets you a free bus pass to the next area. It’s a simple, clever construct that creates a broad space for different types of puzzle challenges.
All of this is presented in a stark black-and-white style that feels boldly minimalist. The view is isometric in a way that often limits your ability to see all of your surroundings, so you’ll look from behind the camera lens to get a better view of things. The interplay between these views is constant, and despite a sparse visual style and monochrome presentation, it never feels confusing. Everything is perfectly readable in both views, which is a testament to the strength of the art design.