I really wanted to like this game. That's the most hackneyed way to start a review, I know, but it is really true for this title. Based on the gameplay videos I watched this game promised to be a little bit serious, a little bit sad, and a little bit snarky. A winning combination. The character art also seemed to …
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I really wanted to like this game. That's the most hackneyed way to start a review, I know, but it is really true for this title. Based on the gameplay videos I watched this game promised to be a little bit serious, a little bit sad, and a little bit snarky. A winning combination. The character art also seemed to hit just the right note of "grim fairy tale," even though I'm usually not a fan of anthro characters. But after some bland level design, some frustrating combat encounters, and a game-breaking bug I decided to uninstall this title and move on.
The narration was well done, which is important because the narrator is the only one who does any voice over work in this entire game. Because there was one person doing all the voices it felt almost like someone was reading a picture book to me like when I was little, and that's a strong vein of nostalgia right there. The main system of this game also worked well, though sometimes it felt a little rough around the edges. The way it works is that you play through the game several times and you can pick different paths at certain branching points. For the most part you will fail and die at the end of the story and then restart the story in order to pick a different branching path. Your character is aware of his failure too, so the new path you take is influenced by the failed paths you previously took. This is certainly a complicated sort of narrative to create, so I congratulate the game devs for pulling it off.
The problems of the game though are mundane, and that makes me sad because a little extra time spent developing this game could really have elevated it to something special and memorable. Levels looked flashy (at least the first few times through them) but ultimately were just a series of interconnected hallways and rooms. Combat felt like a combination of Assassin's Creed and the Batman Arkham series, with the character snapping to each combatant instead of you having to run over to them as well as a heavy emphasis on countering. The main problem is that if two or more enemies attack at once (which happens often enough) you can only counter one of them and you are automatically hit with the other attacks. That drops your health fast. This is not necessarily terrible, and some careful play really helps. But it just seems counter-intuitive to a counter-heavy combat system.
Finally, about ten hours into the game, I encountered a bug that stopped me from progressing. The game just failed to load some of the rooms properly, so my character was standing in an invisible room with only the level's background animations under his feet. Because most of the rooms are just rectangles this might not have been a problem, except that this happened right at the start of a puzzle where I'm supposed to ride a platform and avoid fireballs. The platform to ride (and the switch to turn it on) were invisible. The cannons that shot the fireballs were invisible. All I could see was my character, a few fireballs, and the distant horizon. I could not progress. I even played the same level 3 times over (because saving in this game is pretty limited) and the same thing happened each time.
I did a quick Google search and found a few people with the same problem but no one posted any kind of solution. I could have tried reinstalling the game or getting in touch with the game developers but honestly this title was just not engaging enough to merit that kind of work, and with a triple-digit backlog putting even more pressure on me to move on I decided to shelve this game for now. Maybe I will come back to it one day and see if a fresh install helps me get through.
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