12/14/2024 - Lunacid
I would like to preface by saying I do not consider my opinion the pinnacle of truth, (particularly not in the case of this game. I'm pretty biased on the matter lol) nor do I claim it will remain firm and unchanging. The day before yesterday, I finished Lunacid for the first time, and boy do I have a lot to say. At the time of writing this I've gotten 3/4 endings, and plan for it to stay that way since the last requires a bit more effort and I already know what happens lol.
Lunacid is an oldschool 3D dungeon crawler which could best be described as a King's Field-like. It's set in a world plagued with terror and torment in the wake of a great beast awakening below the earth. You, unwanted by the people of the outworld, have been cast into the great well as punishment, and must find a way out(?).
In this review I will cover three main points: Music/Art, Story, and Gameplay. "Music and Art" refers not only to the quality of the soundtrack and art direction, but how it's utilized within the game. "Story" encompasses both overall story, as well as worldbuilding and writing. "Gameplay" refers to interactive elements, from combat to getting around.
Music and Art
I will repeat the very words written a thousand times before on Steam review and Reddit thread and wherever else probably:
Lunacid is atmospheric.
From lush forests to cool lagoons to abyssal rivers to subterranean graveyards, this game
goes places. There's an unexpected eclecticness to the depths of the great well, as if the areas below had simply all existed prior to its construction, or perhaps had even sprouted naturally from the stone to fill the winding caverns as they were revealed. Each location has a distinct and engrossing personality that draws you in immediately, pulling you into a new frame of mind sometimes without even realizing... I've honestly been staring at this first paragraph for a while now, and can't think of how to continue without spoiling some of these areas, so if you want them to be a surprise, scroll until you see
UWARRRAGHRAR ACK ACK AAAAARRRRGH.
Among my favorite locations has to be Forbidden Archives. Bright and enchanting, you stand amongst towering bookshelves as rogue yellowed pages flap and flutter through the air. Beams of cold grey light waft from the ceilings, and immediately you are met with the curious harp of ThorHighHeels'
Book Betrayal, which swells to shining strings only to settle in a chill sort of drum and keyboard beat. Forbidden Archives doesn't feel dangerous at first, quite the opposite. It feels as if you've just stepped into a clean and quiet library, and the music carries you through rows and rows of shelves, around floating necronicons and through stone tiled passageways until suddenly you step into a corridor lined with
green brick, and the punchy drums and glimmering synth of
Dead Department by ThorHighHeels kicks in. A floating nervous system sways as it spots you, and a shrill cry pierces the air as a dart of yellow light pierces your face. Not only does the music in the dead department pose a significantly more energetic feeling to match the sudden aggression of these new enemies, but its sparkliness actually
compliments the sounds which their attacks make. It's not just a theme for the area, it's a theme for the
enemies found therin, all while still remaining light and comfortable. It can be a dangerous area at a low level, but the entire location feels like a place for emotional rest. There's a number of areas like this which aim to make you feel safe and confident, but what about the contrast?
Accursed Tomb is terrifying, just straight up. It's the second dark area you stumble across, and while the previous one is scary in its own right, there are some unique features to the Accursed Tomb that can't go without mention. It's a subterranean graveyard home to a few of the most uncanny enemies in the game, those being invisible spell-shooting
things that howl and groan loud enough you can hear them from rooms away, and the other are pretty much what you'd get if you combined smiledog (a creepypasta that terrified me as a kid) with a floating, disembodied horse head that is determined to run you down and shriek. Combine this with the fact that you only have one source of damage effective against either of them, that being the torch (or at least, that's all I had) and you have an area that's already pretty tense to traverse. Now add the fact that you are surrounded with suffocating darkness that can only be held back by the bright but weak torch, or the dim ghost light spell. Now also add the strange, ghostly blue auras pooling in the corners of some ceilings, and the sudden jumpscare-esque sounds which ring out every time you step in a room with a skeleton. And to top it all off, on the top floor you are accompanied by
The Smile is Red by Akuma Kira, with its delirious synths and strange, ebbing hums that are easily mistaken for environmental effects, making you feel that you're passing by strange, invisible things close enough to lay their fingers upon your shoulder. In the lower level you're funneled through tight cobblestone corridors,
The Mouth is Wide (also by Akuma Kira) ushering you forth like an insistent breeze at your back, pushing you far deeper than you want to go and yet turning back might mean coming face to face with something you really don't want to see. Accursed Tomb is
the graveyard level in my head now. Horror doesn't have much of an effect on me, but even with the lights on, even with more health, mana, and better weapons, I step into that tomb and think the same thing every time: "Oh, oh no, I don't want to go deeper..."
These two areas may come off as a bit one-note, but I want you to understand there is depth to these spaces, and a location I feel to be often overlooked is the
entirety of Castle Le Fanu. Everyone loves the dining room, of course they do. The reflective marble floor, the crescent moon window as ghostly purple light pours in across the grey walls and a table set neatly for the next meal that will never come. The lone poltergeist by a refreshment table, like a servant long passed and yet her soul stays trapped tending to the guests who will never show. The quiet entrance of
Beached by Akuma Kira. It's certainly an impactful, and honestly tragic moment, but the castle is filled with these, as it also features more songs across all its different segments than any other area, if I'm not mistaken. I won't share too much because it falls more into story, but I'll say this: as you walk the halls, you walk the history of those who called the castle their home, and the music reflects as much. From grim, to sad, to determined, to oddly upbeat, the castle's many corridors are stained with the strange legacy of the Le Fanu family. It's only fitting I think that not one, but three people wrote music for it (Jarren Crist, Akuma Kira, And ThorHighHeels). I also appreciate that the foyer's filled with giant conch shells. Very mysterious, I love.
UWARRRAGHRAR ACK ACK AAAAARRRRGH.
I must say, the strong art direction continues even into the menus. They're simple, legible, and each one is coated in a pleasant purple. The marbled frames around the status, equipment, notes and settings screens are an unusual feature that help them to feel more old-fashioned, without sacrificing navigation. One subtle detail I noticed during this review is that the left and right arrows on some settings are actually tilted very slightly downward. While details such as these are minuscule, they show that Kira really put thought and care into adding a bit of personality to every aspect of the game. The ever so slight white to blue gradients on all the text are another of these details, as well as the little shimmy that each menu title does as it sits in the top left corner. The crystal, shopkeeper, and alchemy menus are all unique as well, each with a pleasant and appropriately odd background.
An aspect that went a bit underappreciated in my playthrough was the manual. It's a fun little piece of graphic design with illustrated pages that hold some helpful information without being confusing to navigate. More on it in the gameplay section, but I think you should give the manual a read all the way through at the start, just for good measure.
Story
Lunacid's story is a pretty interesting topic for me, given that it isn't smooshed in your face all that much, but it is
most certainly there. The game takes place in a world filled with depth and history, with every weapon's flavor text and every rogue book you find laying around giving hints to that history,
which would be impossible to parse otherwise. Lunacid is a world that has been lived in, which people have explored, conquered, and succumbed to a thousand times before you. While you can skip the stray books you find lying around, or the bits of lore for each spell and weapon, I suggest you read them all. While this game is oldschool, it's not simply a
challenge to be beaten. Play it from the perspective of your character, exploring this strange subterranean realm for the first time. It's a roleplaying game, so roleplay.
This comes in to nature of the actual story itself. While there is an entire history behind the world and the construction of the great well, it's all
already happened. What you as a player face story-wise are simply your own actions. No missions or guiding npcs who tell you what to do next, no quests either, while there are a couple bosses and minibosses, these are mostly significant events in what is otherwise just the new life of someone thrown into a hostile environment. I don't often consider
areas of a game's world to be spoilers unless they are particularly cool, revelatory, or appear very late game, but for Lunacid I consider every area a spoiler, because every area's a new chapter in your story. The tone changes, your weapons change, your tactics may even change too. Exploration is the story, and it makes a perfect backdrop for roleplay.
Which leads me to Barrow. Can I talk about Barrow? I'd love to share Barrow. Lemme show you Barrow.
This is Barrow. Next to her name is the portrait I scribbled in about an hour before bed. Across the course of the game, what started out as a random wizard guy with some wheat in his hat and a glowing eye evolved into a bound little loot-gremlin of a lady who had never before known joy until she was thrown into a well.
I just want to preface by saying, I had no idea just
HOW MUCH the option on character creation to import a custom portrait would color my experience of this game. The character portrait presets are a diverse cast of well illustrated peeps, from vampires to knights to slimes to furries. They and the pronoun option encourage creativity in who you want to play, and set a tone for who your character can be, but allowing
custom portraits takes it one step further, because almost nothing appeals to me more than something I've made with my own imagination.
By allowing me to make a character from scratch, I was able to form a basic idea of what I wanted and as I played and became familiar with the world I found that idea shifting to meet it. I intended for Barrow to be a stiff and silent wizard, but dumping all my points into speed, strength and intelligence lead me to begin picturing her as a lean and feisty spellsword who loves to hit where it hurts before scampering off. Naturally, I made her a furry, so I had to justify why the hand you see in the game is clearly human and clearly disembodied. The answer I came to was that she had been bound in cursed rope to keep her in check, and upon landing she found the hand which she could use in place of her own. Being a former flesh-witch, naturally her telekinesis only works on bodyparts. While not stated, I get the vibe that the majority of people in the outworld are human or human adjacent, so why is she a furry at all? Again, being a flesh witch who despised the world for what it was and all those around her for the torment and suffering she witnessed and endured, Barrow attempted to change herself into a beast to wreak havoc on civilization, only to be stopped and bound before the ritual could be finished.
As I put myself in the shoes(paws) of my character, a funny thing began to happen. I was so enamoured by the world, the sound design, the art direction, the lore, the weapons, the spells, I couldn't imagine Barrow feeling anything but joy in the depths of the Great Well. A place all to herself to explore, of forgotten stories, secret passages, and the occasional friendly face. For all the pain above and all the pain below, at least
this place had a direction, at least there was always
somewhere she could go. So she ran, and ran, lead by her needle, fire and lightning and stone and coffins pouring from her open eyesocket as she ventured into the unknown. As she faced trial and tribulation, and her joy only grew, she came to undestand her wish for destruction had been so petty and shortsighted, stupid even. "To match suffering with suffering leaves only suffering," as she would think to herself(she's not very eloquent). So Barrow resolved to give the world the very same gift it had given her:
Somewhere to go.
Okay okay okay,
obviously this story won't be your experience with the game. Probably not, at least. But this game has been a more enjoyable roleplay experience than any video game I've ever played before. Seriously. It's not as big as Skyrim (my previous favorite video game to roleplay in), it doesn't ask you really any questions of its own, but if you come with the right mindset, you'll leave with a story that'll stick with you for a long, long time.
That's what the game wants. I'm in love with Lunacid, plain and simple. It doesn't limit you with species, or gender, or disappointingly limited appearance sliders. You can play whomever you'd like (so long as they have a weapon and cast the occasional spell), and it's up to you to learn how they fit into the world.
Gameplay
While Lunacid's gameplay is quite strong in my eyes, there are a couple flaws that rear their heads fairly quickly. One in particular seems to be more of a me-problem, but it's a pretty big one that I'll get to in a bit.
For the most part, Lunacid's gameplay is quite simple and yet it allows for an interesting diversity and flexibility. You have pretty much two actions you can perform with your weapon: attack and block. You can hold the attack button to charge a stronger hit, or you can spam weak hits. I'll be honest, you'll pretty much want to charge your hits every time, which isn't really a problem on my end because it encourages you to time your attacks and move around rather than simply betting on who can break the other's healthbar first.
Skills play a pleasingly significant role in gameplay as well. I've played plenty of games where skills only ever recieve minuscule bonuses, or where power increase is just too gradual to notice much of a difference until you find yourself back in an early area and realize how much stronger you are. When you level up in Lunacid, however, the way you allocate points often has an immediate and noticeable effect, particularly speed, strength, and intelligence. By the end of my playthrough my movement speed was easily twice that of when I started, and that was alongside spreading my points to make a more rounded character. If you focus on just what you feel's relevant you can make someone pretty broken. The tangible effect skills have plays well into combat. Weapons hit harder, your movement becomes more nimble and exciting. Oddly, not enough games allow you to increase jump height. While dexterity was a bit neglected on Barrow, I'm curious to see just
how high a character to prioritized it can go. I leveled dex just enough to easily jump over most enemies and get a good stab in when I do. Intelligence is quite a useful skill altogether, as it determines max mana, spell damage, and spell charge rate, meaning at higher levels you can cast early game fire spells pretty much as fast as you can tap the key. I should also mention Lunacy, which is not a skill but rather a status effecting both the damage you take and the damage your spells deal. It increases in two ways: A. using spells and B. the phases of the
actual moon. I find this a pretty neat little mechanic and rest assured you aren't the only thing in the game dependant on the moon.
On the other end of combat, enemies are diverse and interesting. While most are fairly easy to outrun a few can keep up quite easily, and will hound you until either you or they die. The majority of enemies have resistances, with some having outright immunities, so it's smart to keep changing your loadout as the situation calls for it. Something I find kind of neat is that while all movesets are limited to one or two attacks, the majority of enemies have at least one spell they can cast, even some animals. I don't know, most fantasy settings leave magic to witches and wizards, it's interesting to see a world where it's something most creatures take advantage of as a means for survival. I must say though, status effects can be
very unforgiving. My resistance skill never got super high, but I honestly didn't see a huge difference with it, unlike the other skills. That could just be due to the fact it's easy to panic when you can't use your weapon, and 15 seconds begins to feel like 45. Getting blinded's just a pain though, honestly. I feel like resistance would do well to lower the intensity of status effects, not just duration.
Exploration is the name of the game for Lunacid, and while I personally love it, I'm sure a few people disagree. For the most part, every area is incredibly well designed from a level standpoint. Navigation is fairly easy, except in the few purposefully confusing areas such as Accursed Tomb and the Arena, and objectives are easily recognized and completed. Views may begin to differ when it comes to secrets, though. I must say, some are quite good. Every now and then I see a wall and just think "hmm, looks like a pretty good place for a hidden door" and lo and behold it's there! The way to Tower of Abyss is like this,
perfectly missable but I found it within about 30 seconds of entering the area where it is due to some clever pathing. Two notes I should make thus: 1. No necessary area is hidden behind a secret door and 2. Hidden doors can easily be found by watching the lower left of your screen for a question mark. If you're a completionist, you're gonna want to skirt every wall you see, and I feel like this can become tedious and unfun, which is why I honestly just looked up the locations of things I needed if I believed them hidden somewhere. I get wanting to find stuff on your own, I really do, but I've taken it as a fact of gaming that I find what I reasonably can on my own, some stuff'll need to be looked up sometimes, and the rest I don't care about can be found later playthrough. Now all that said...
There's only one ending you're gonna get without the internet. Technically you can get another if you're a previously mentioned completionist, but there are two particular endings of the four that I just gaurantee you won't get without looking them up, and in my opinion that's a bit of a problem. I love the true ending, I do, but I
am in agreement with some folks that there should be some kind of hint for what to do, whether it be flavor text or whatever else. I think the game manual was actually a bit of a missed opportunity in this regard. While it's helpful as an overview for the game, I think a small section of hints and clues for certain things wouldn't be remiss, sort of like how Tunic's manual gradually reveals secrets to you as you collect pages, perhaps the game's manual gradually uncovers itself as you progress. From a player's standpoint instead, maybe those pages are always available, but you need to give some sort of confirmation before you turn to them, to reflect that you're pride's buckling and you need
some kind of hint to get through.
Finally, I need to stop dancing around it: weapons and spells. While I absolutely love the spells, I have mixed feelings on the weapons... So let's start with spells.
There are a large number of spells you can aquire throughout the game, many of which are quite useful, interesting, funny, or all of the above. While the power of aggressive spells scales greatly with each new version you get, no two are the same. It's not boring like Skyrim where you shoot fire, then throw a fireball, then throw a big fireball, the early game each fire spell has different behavior from every other. That said, flame spear, ice spear, dark skull and slime ball all behave fairly similar, but they're all basics so I can forgive that a bit. Where Lunacid really shines though are the utility(?) spells. I haven't played a whole lot of games with magic, yes, but coffin is such a no-brainer of a movement ability I'm shocked I haven't seen it more in over games. It does what it says: it spans a physics object coffin that can be pushed, tipped over, broken, whatever... And there's no limit to how many you can spawn. I didn't level up my dex because I just had a pile of coffins at my disposal whenever I needed to climb, I absolutely love it. Other spells in the menagerie include lithomancy (don't read the description, just use it on a vase or crate, trust me), corpse transformation which literally just kills you, bestial communion which lets you read some enemy's thoughts, and icarian flight which helps you up but does
not help you down.
While I love the diversity in spells, and that elemental weaknesses and spammable lowered cooldowns mean even basic casts can remain relevant, the same can't always be said for weapons. Which sucks because I
LOVE the number of weapons in this game. Rather than limiting you to six weapon types and just giving you stronger or more interesting versions throughout your playthrough, in Lunacid you are met with a huge variety of unique and individualized killing tools. From claws to clubs to swords to axes to sickles to torches to bows to hammers to spears to maces... Except swords and spears are pretty much the only thing that's plural. This means that if you want to play a dagger, or a halberd, or a shield for example, you pretty much get only one or two choices. While you have the option to play just about any weapon you can think of, its
viability is severely dependent on stats that for most weapons, simply never change. Strength does increase melee damage, but not enough for an early game weapon like the steel needle (that I immediately canonized as Barrow's weapon of choice) to get anywhere
close to competing with late game bosses and enemies. Max damage isn't always the point, certainly not when I play, but a difference of 24 hits VS 4 with no resistance is absurd. In my head Barrow beat the entire game with needle in hand... But in game it was with a huge super magical glowing blue sword.
I love the weapons in this game, I really do. Late game weapons become particularly interesting with some new effects and mechanics! But in a game where I had so much fun roleplaying, I felt a little cheated that I
had to start using more powerful weapons to spend a reasonable amount of time on enemies rather than sticking to the tool that really
felt like Barrow. I don't mind elemental immunities, they can play a good role in varying combat, but with so many niche weapons it's disappointing some need to be set aside or, even worse, are irrelevant by the time you reach them. My one complaint for immunities is that I feel too many enemies are immune or resistant to dark damage, while too few are weak to it as well. You get a disproportionate number of dark damage weapons only to find they're pretty niche. Like my problem with not being able to live up to Barrow's style as a nimble and precise striker, if you want to play some kind of corrupt wizard or tormented knight ya still gotta pull out the good-ol' shining blade with every other enemy type, which isn't very fitting for someone who's a creature of darkness more than 50% of the time.
In Conclusion
Lunacid was already cool on the Steam page, but it became an unexpectedly engrossing and joyful experience to play that has left me with a pleasant little gremlin I will carry for a long, long time to come.
While I doubt it's the cup of tea for those who expect the game to do most of the story work, for daydreamers like me it was paradise and a half.
X
Music and Art: 10/10
Every track hits, and complements not only the tone and emotion of an area, but often the enemies of that area too, leading to a wonderfully cohesive and atmospheric experience.
Story: 8/10
If you're looking for some grand epic, look elsewhere. But if you want a world to explore and a character you designed to experience it through, this is your jam. 10/10 in my heart.
Gameplay: 7/10
Combat's simplicity may not be for everyone, but dang running and jumping has never felt so nice. Insane weapon and spell variety, but don't get too attached too soon, you'll have to find other go-tos.
Overall: ≈8.5/10
08/09/2024 - Pseudoregalia
I would like to preface by saying I do not consider my opinion the pinnacle of truth, (particularly not in the case of this game. I'm pretty biased on the matter lol) nor do I claim it will remain firm and unchanging. Pseudoregalia is a game I really enjoyed playing, so I thought I should make a review to help arrange my thoughts on it. I should also mention I've fallen way behind on when I wanted to write this review, so it's been a few months since I played Pseudoregalia.
Pseudoregalia is a 3D metroidvania set within a strange abandoned kingdom caught in a dream. The protagonist, Sybil, gradually unlocks new movement abilities, which allow her to explore the kingdom further.
In this review I will cover three main points: Music/Art, Story, and Gameplay. "Music and Art" refers not only to the quality of the soundtrack and art direction, but how it's utilized within the game. "Story" encompasses both overall story, as well as worldbuilding and writing. "Gameplay" refers to interactive elements, from combat to getting around.
Music and Art
While it might not look the part initially,
Pseudoregalia is one of the most gorgeous games I've played in recent memory. Let me be clear on this point: I see beauty as entirely independent of graphics quality and fidelity. What's important is not the detail, but rather the intention behind the visual design of a game. With that made clear, Pseudoregalia, wielding graphics reminiscent of the nintendo 64, has visuals which have managed to worm themselves deep into my head.
To start, Sybil's animations are quite pleasantly expressive. Each attack and movement ability pulls her into a distinct and dynamic pose, helping to solidify without words that she's a confident fighter who navigates her environment with a natural grace and ease (even if you play in a hardly graceful manner). One of my favorite animations is the high jump, which has a very satisfying squash on the slam down and stretch on the actual jump. I also quite like the one-footed pose while she stands at the very top of any pole, the wall kick, and that forward leaning jump she performs on a successful kick directly away from a wall. Such good animations mean it's just as satisfying to watch the tiny goat lady bounce around the world as it is to actually chain said bouncing effectively.
The environments are the real draw to the game for me though, and most definitely my favorite aspect.
Pseudoregalia's in an interesting place given that it's the first 3D metroidvania I've played. While traditional 2D metroidvanias are often highly detailed, able to slide complex environments into their backgrounds, the world of
Pseudoregalia is characterized by just how sparse it is. Most rooms are completely empty, perhaps holding a stray statue, enemy/NPC, table or lantern. That said, the lighting, wall and floor textures and music lead each area to have a unique identity. Some areas like Twilight Theater, Sansa Castle, or The Underbelly are entirely confined, while Empty Bailey and Tower Remains are placed in the wide outdoors. I mean it in the truest, least watered-down sense of the word when I refer to these spaces as liminal. Every location feels like a dream of itself, the impression of a dungeon, the suggestion of a theater, with the color palette and music to match, but neither the detail nor people to follow through. Befitting of the setting these places look to me like broken recollections of what they really should be.
And no location captures this feeling better than Sansa Keep.
Built from pinkish-purplish-grey brick, the floors tiled in a simple repetetive checker, the walls cast in washes of white light with no visible source, and the air humming with dour strings, Sansa Keep feels truly like a forgotten fortress. It's completely empty, one of the emptiest areas in the entire game, and yet its
music feels the most severe. Shit happened there. Royal courts met and made decisions, assassinations took place and war plans were drawn. Wine and blood spilled in equal measure. I look at the barren walls of Sansa Keep and I don't really see boundries, simply a separation between one room and the next. I see an obfuscation, an erasure, but that severe music leaks from the cracks all the same, pouring into the air in rememberance of a time long past. I imagine the walls might spit at the corners, spreading apart to unleash a torrent of jesters of all shapes and sizes, the restless spirits of the comedy and tragedy in the failure of a kingdom. I highly doubt you'll feel this way about Sansa Keep, reader, but to find something that fuels your imagination as Sansa Keep fuels mine is a feeling to be treasured.
As evidenced by how its interaction with Sansa Keep throws me into a fit, the music of
Pseudoregalia is gorgeous in its own right. Pieces such as
A Forgotten Fortress(Sansa Keep),
Outside The Castle Walls(Empty Bailey), and
Obscure Voices(The Underbelly) each lend an incredibly distinct personality to their area, and do so significantly more effectively than just about any other metroidvania I've played, without feeling out of character for the game as a whole. The music pulls more than its weight in giving identity to each location, practically filling every empty room with clutter through sound alone. That may read as hyperbole, yes, but if your imagination's as hyperactive as mine you should know exactly what I'm talking about.
But the tracks which shine more than any other in my eyes are those for the two bosses. Each is crisp, incredibly energetic, and lends itself well to the associated boss. While I tend to dislike boss themes that sound too upbeat because they make it feel as if there was never any question over who would win (thus removing any sense of danger), the first boss theme is a welcome exception.
The Fiercely Loyal walks a fine line of embracing Sybil's quick and graceful moveset while allowing threating tones to creep in as they see fit.
Paramnesiac, the theme of the final boss, sounds light and beautiful at first, but carries a certain sadness to it as well. Both Sybil and the final boss are incredibly agile characters, and this song just demands one to imagine two people swinging, ducking and whirling around one another, both trying desperately to land that final hit as they dance. It doesn't sound inherentely threatening to me because see it as a song about last chances. The pair are both doing their very, very best to win.
Story
While
Pseudoregalia's art direction lends surprising depth to a seemingly empty world, the same can't be said for the story. It's a game which simply leans significantly further into gameplay than anything else. Just take Sybil's opening line as proof. She's only got one, at the very, very start of the game. Even in the dialogue at the end of the game Sybil's own lines are left unseen as the final boss speaks a bit.
Since there's little to no story, I don't feel bad describing it here. If you'd like to avoid spoilers don't read the rest of this paragraph. So essentially, the game begins with Sybil entering the world through a mirror in the dilapidated dungeon, worried about whether she's too late. She travels from area to area, eventually unlocking enough abilities to defeat the princess, which results in a short discussion in which Sybil's name is revealed, as well as the fact that this was all a dream. My idea is that "The Princess" has simply been dreaming too long and the dreamworld is beginning to crumble, so Sybil, a dream cop sort of character, came in to wake her up. Perhaps the dream world always exists, and the NPCs are its natural denizens, but if people like The Princess spend too long in the dream world things can go awry, hence the need for Sybil to wake them.
There are actually NPCs in this world, who take the form of little goatlike people, somewhat reminiscent of Sybil. Unfortunately, very few of them have anything to say about the situation/story. The vast majority of them take the "random guy" approach to NPCs, where you walk up, they make a strange statement, and you go about your day without ever responding. This methodology for NPCs is always fun, but doesn't usually fill out the setting in any significant way, as is the case with
Pseudoregalia.
As you can see, the story isn't super developed. Basically a goat lady sets out on a mission and that mission gets completed. I don't mind this approach, not every game needs a grand story arc, but I would have liked a little more to fill out the world, and for the path to the end to be a little less straightforward, in a way I'll mention in the next section.
Gameplay
I'll level with you:
Pseudoregalia's easy. Sybil's full moveset allows you to navigate the map quite proficiently, and you can get in and out of every room quite reliably if you can find the right path. You can actually beat the game without unlocking
every ability, but there are some areas where the optional mechanics stop being such.
So, it isn't necessarily
easy, after all that word is completely subjective, but the game's difficulty is inconsistent, in some unusual ways for the genre. Once you know each enemy type (of which there's only a few, who are all spread through the map rather than being area specific), it's pretty trivial to avoid them. Even the lightning hand boyos, who are a pain and priority targets at the start, can pretty much be avoided entirely in the late game. The simple fact of the matter is there ain't much a full-powered Sybil can't run circles around, even when controlled by a player who isn't particularly skilled (such as myself).
Apart from the final boss,
Pseudoregalia's late game is pretty much nonexistent. I feel like it really could have used more challenging encounters and enemies with quicker movesets that encourage more intelligent use of your abilities. Perhaps more difficult enemies could spawn as you progress/new abilities are unlocked, similar to
Laika: Aged Through Blood? I would have really appreciated more bosses too. While the two you get are superb, the first is quite close to the game's start while the second is at the very end, with only parkour and avoiding fodder placed between. It poses a bit of a pacing issue, with you expecting there to be another skillcheck around every corner, only for it to wait until the very very end to come. I should mention as well that the first boss becomes a standard enemy in the form of weaker stone statue versions. While the stone statue angle does help to avoid the disappointment of seeing a previously
unique enemy copied and pasted into later encounters, it still lingers somewhat, especially when they're copies of the
only other boss in the game.
If I were to design more bosses for
Pseudoregalia, going off the theme of a royal guard in the Dilapidated Dungeon, I would put some kind of maddened performer in Twilight Theater, a groundskeeper in Empty Bailey, a court jester in Sansa Keep, and an executioner in The Underbelly. Not only could these serve as further skill checks, but as notable moments through your time in the game, which help to fill in the space that a story otherwise would.
I cannot forget that there are time trials which can be completed to unlock new outfits for Sybil. These provide a significantly greater challenge than anything else in the game, but they are completely optional, leaving most players to ignore them. I love me some alternate outfits but I just have zero interest in having to decipher and practice the right moves to beat each trial in time. I unlocked the Professional and Soldier outfits and that's good enough for me.
In Conclusion
Pseudoregalia is truly a fun, impressive, and surprisingly atmospheric little game. It's short and sweet, but it's a bit lacking in complexity of flavor.
Either way, I highly recommend buying it! Sometimes it's just nice to be a tonfa-wielding jumpgoat with RBF.
X
Music and Art: 9/10
Beauty in simplicity. The world is made vivid and distinct through great music and great environments.
Story: 5/10
Better to have no story than to go all in on a terrible epic. That said, I wasn't encouraged to ask many questions, nor was I given many answers. Pacing feels odd regardless thanks to the low boss count.
Gameplay: 7/10
While platforming is quite satisfying, Sybil's full moveset feels overdeveloped, with few moments later on that prove a significant test of skill.
Overall: 7.0/10
11/05/2023 - Laika: Aged Through Blood
I would like to preface by saying this is my first time writing a review for anything, really. I do not consider my opinion the pinnacle of truth, nor do I claim it will remain firm and unchanging. That said, I figure this blog should be about what's on my mind, and what's currently on my mind is Laika: Aged Through Blood
Laika is a western motorvania taking place within a post-apocalyptic wasteland. The titular Laika, the story's protagonist, lives in a small settlement named "Where We Live," and acts as her settlement's main guardian and errand runner. The post-apocalypse is not a quiet one, however, as militaristic forces known as "The Birds" (who are indeed, all birds) are encroaching on the wasteland, wiping out all unlucky enough to be caught in their path. Now, you may have been caught by something I mentioned early on. This game is a motorvania, that being a metroidvania in which your character rides a motorcycle. This will become very important in the gameplay section.
In this review I will cover three main points: Music, Story, and Gameplay. "Music and Art" refers not only to the quality of the soundtrack and art direction, but how it's utilized within the game. "Story" encompasses both overall story, as well as worldbuilding and writing. "Gameplay" refers to interactive elements, from combat to getting around.
Music and Art
I will not mince words, the music in this game is great. Uncharacteristically chill compared to the rest of the game, the score is more akin to a proper album than a game soundtrack. The majority of tracks feature lyrics sung by the artist, Beicoli, with a few being quite catchy and emotional, particularly in moments where the game fits the music. I am of the firm belief that more games should feature songs with vocals created specifically for said game, and
Laika does not disappoint in that regard.
Much like
Katana Zero, the emotional music contrasted by extreme violence in the trailer is what immediately sold me on this game, really showing that our protagonist may be committing horrible acts, but she takes no joy in them. But I'm getting ahead of myself...
I feel, however, that the implementation of the music leaves something to be desired. Each song is a collectible you gather by shooting boomboxes around the map, or by purchasing them from gas stations. While playing, you cycle through each song like a playlist, and can switch between which tape you want to hear in the menu. While an interesting idea, I find it a bit lackluster, as no song is area-specific. In other metroidvanias each area has its own infinitely-looping track, which I actually find less irritating, as it gives time for your ears to grow used to the music. But as stated before,
Laika is like listening to a playlist constantly on repeat, and it grows grating over time for songs to constantly switch.
Unfortunately for
Laika, the soundtrack lacks diversity in energy. Boss themes are my favorite part of a game's soundtrack, and I found the low, threatening boss themes to not quite be enough. They sound
tense but not like you're truly in any danger. Likewise I could have done with some more energetic songs like
The Whisper for standard gameplay. Something more fitting for when you've got to shoot a lot of birds.
When It comes to the art I can be much more brief: it's incredible. I can absolutely see inspiration from Supergiant's more recent games such as
Pyre and
Hades, particularly in the promotional art and world design. The characters are adorable, except for the few designed not to be, and all of them have a distict personality you can catch just from a glance. I. Have. No. Idea. just
how much effort it must have been to create the map. Unlike
Blasphemous or
Hollow Knight, the game world is not built from small rooms placed upon a square grid, which allows the developers to construct the world from pre-drawn tiles and setpieces (at least I assume that's how they do it). No, the
entireity of the map looks to be hand-drawn, with each individual area being its own separate, but singular, illustration. I'm not going to pretend I actually know how this may have been done, but if each area truly is an entire illustration, the time and planning required to do such a thing is truly impressive.
Story
As you may have guessed from the title, this game is, in a way, a coming-of-age story. The ideas of succession and growing older are quite prevalent in Laika's relationship to her mother and daughter, and even to her relationship with the village as a whole. It's no secret that Laika can't die. Not permanently, at least. Her family line bears a curse of resurrection, passed on from one generation to the next when the daughter "bleeds" for the first time. Laika is the current bearer of immortality, caught between her mother who has long given it up, and her daughter who has yet to take it.
Laika does a good job of telling about its world, but never too much. You learn what you need to learn and the rest is left up to mystery or interpretation. While this approach can feel low-effort in some games,
Laika certainly succeeds, with each tidbit of information, from details of the world to details of Laika's curse, being both interesting and not quite enough. I think it's always important to leave some questions unanswered, as that is how just about any great piece of art lingers in someone's mind for long after they've played/seen/heard/watched/read it... At least it is for me.
Laika will leave you wondering and hungering for more, which is, admittedly, a double-edged sword.
I may not be the most observant, but I found the world to be rather sparse when it came to NPC interactions. Plenty can be found in "Where We Live," but throughout the world there are essentially none until later in the game, when most sidequests are completed. I feel it would have made the world feel a little more real if these characters appeared earlier, and possibly more appearing throughout various stages of the game. I would have also liked just a bit more non-sidequest dialogue with the characters in the villiage, anything from random thoughts to telling a bit about themselves. Being someone who likes to go through every character's entire dialogue tree as soon as I see them, I found the dialogue running dry quite quickly, with some characters offering only a couple more lines later on. Some more flashbacks and a bit more buildup to the ending would have been ideal as well. The final boss' dialogue is a bit lackluster as well.
Apart from being rushed, I am mostly fine with the ending. I feel the cutscene was a bit brief through and a post-credits scene was in order, though I can't share why without spoiling.
A final note I'd like to mention is that I am in love with the naming conventions for the areas of the map. Rather than the village having a proper name, it is simply called "Where We Live." Likewise, other places are named along the lines of "Where Our Bikes Growl," "Where Doom Fell," and "Where Our Ancestors Rest." Tells you about the Laika's relationship to a place before you even arrive there.
Gameplay
Needless to say, the gameplay of Laika is incredibly innovative, at least when it comes to the metroidvania genre. Movement is entirely motorcycle based, meaning you hold W to accelerate, S to brake, A and D to tilt/flip, and hit SPACE to change direction. Traversal of the world means ramping from one ledge to another, or throttling along distant straights, or spiraling through loops. I find getting from point A to point B far less tedious than in traditional metroidvanias, and actually in some instances it can be quite satisfying. Platforming is a non-issue here, as most of the challenge comes from the birds.
The birds in question never move, and they die in one shot. However, you die in one shot too. A game without a healthbar, I feel like it's as much about the perfect run from A to B as it is about the actual missions you're sent on. A points system would have been quite at home in
Laika, encouraging you to take greater risks while navigating the world. As it stands though it's up to you to find motivation to not die. At the start of the game you face only birds with pistols, but as time goes on more difficult variations begin appearing. Once again straying from traditional metroidvanias, the same bird types are spread across the entire map rather than being relegated to specific areas. It's the combinations which make them dangerous.
One thing I find irritating in games is when they don't build upon their own mechanics.
Narita Boy is a perfect example, featuring mechanics specific only to certain areas or even to certain fights, which are then thrown away immediately after. A good game has a sense of progression, showing you something new and incorportating it into the game from then on out. Laika, unfortunately, does not give much attention to the three abilities you unlock: a jump, a dash, and a hook. Without spoiling too much, the dash essentially makes the jump obsolete, and the hook is neither a movement ability nor an attack, having no use outside of specific, rare instances. I was disappointed by this, as it leaves me feeling like there isn't a true sense of progression similar to what you find in
Blasphemous, where the map seems to suddenly "open up" with each new ability you get. There are new weapons to unlock, but not a huge incentive to use them except for the shotgun. However, I find the machine gun a good backup for the rare instances the pistol is not enough.
There is also a cooking mechanic which seems quite useful, giving you various buffs which last a generous amount of time. However, you can finish the game without ever opening the cooking menu.
Last bit I want to touch upon for gameplay is the bosses. Like their music, I wasn't too impressed with the bossfights themselves. Most of them feel like a scripted sequence of events to survive, rather than an actual proper fight. To some extent this is understandable. Since you die in one hit and have limited movement, you can't have a boss that's
too unpredictable. But something about the bosses just made them feel too easy. It's more satisfying to me to beat Crisanta's third stage with only a sliver of health left than it is to make it through one of
Laika's fights with no damage. One was a hard won fight, the other was beaten the only way possible. But I also have to ask if there was even a better way to go about it?
Laika's mechanics pose unique problems for a developer to solve when creating a boss, and I can't think of any better ways to go about it.
In Conclusion
Laika: Aged Through Blood is an innovative game which I believe suffers from its position as much as it benefits. A lot of heart and soul was put into this game and it absolutely shows, but it also faces unique issues which cannot be found in other metroidvanias. It is a
motorvania after all.
I've written more criticism than compliments for this game but make no mistake, it's good! I would suggest picking it up on sale, but they have a demo, so play it! If the demo seems your thing then pick it up full price, you won't regret it. I know I don't!
X
Music and Art: 8/10
Incredible art, music is great but needs variety.
Story: 7/10
Good characters, good world, could use more dialogue and better pacing.
Gameplay: 6/10
Innovative and fun, but lacks depth and bossfights were not terribly engaging.
Overall: 7.0/10