On paper, Sakuna is two entirely different game genres smashed crudely together. In reality, it completely turns RPG progression on its head to create a gaming experience unlike anything else I’ve seen.
You play as the spoilt, carefree Princess Sakuna, daughter of a war god and harvest goddess. You end up entangled with a group of mortals fleeing for their lives who have somehow found their way to the bridge between worlds and through your inaction face banishment to the island of Hinoe where you must fend for yourself and protect the mortals. The island hides dangers, secrets and hordes of armed, demon animals just waiting to be slaughtered.
The core daily gameplay loop is thus:
- Wake up, weed and fertilize the fields.
- Send companions off gathering.
- Go exploring and hunting.
- Come home, check on the fields again.
- Have dinner, choosing appropriate buffs for either the night’s or following day’s exploration.
This also fits into an annual gameplay loop of rice growing which involves tilling, planting, maintaining water levels and temperature, harvesting, drying, threshing and hulling. The rice farming is surprisingly deep, each step evolves through the game as you develop new tools or techniques to make your life easier. You can add any number of extra items to your fertilizer, which will have both seen and unseen consequences. They may well be creating the perfect environment for bugs and disease if you add without thought.
As with the mechanics, the game slowly drip-feeds advice on the best conditions for improving the harvest. Much like farming in reality, there’s no knowing what exactly improved one harvest or decimated another: it could have been the rainfall, temperature, fertilizer, seed spacing or any number of other factors. You learn by experimenting and making mistakes in your first couple of years.
The exploration takes the form of a 2D beat ‘em up. While it starts very simply, by the second half of the game it’s fast and frenetic; you’ll be flying across the screen careening through demon badgers at will. In addition to your standard light and heavy attacks, you also have your raiment. A type of mystical ribbon with which you can attach to and spin around enemies. As you progress, you gain a plethora of new fighting and raiment skills which keep the combat fresh. All of your skills level up as they’re used, allowing for many and varied playstyles.
New areas are locked behind an ‘exploration level’, which you can grow by completing objectives. These can be defeating a boss or a certain number of enemies, collecting resources or finding treasure. Your buffs from last night’s dinner run out partway through the day, which pushes you to return home either to refill before exploring at night (with much tougher enemies), or completing farming tasks and heading home for a chat over a hearty meal.
What makes Sakuna stand out is how it weaves these two disparate genres into one cohesive narrative. Your level progression is not determined by experience from defeating enemies, though you do collect items that push you along. It is instead largely dependent on your rice harvest. As the rice shoots grow, you’ll be able to see various attributes: aroma, taste, aesthetic etc. Each of these corresponds to a boost you receive to one of your combat attributes upon completing the annual harvest. You’re therefore heavily incentivised to make sure you spend enough time maintaining the fields. Go out for too long and weeds or bugs may take over, the water may run dry and your harvest will suffer that year.
Linking progression to your farming rather than combat worked out brilliantly in my eyes. There is no time limit in the game, just a daily and yearly cycle, so you can explore at your own pace. However, getting this leveling up in batches once per year does create an imbalance. Where a certain level may have proven too difficult multiple times, immediately after completing a harvest, it became a cakewalk. Now this could easily be by design, but it’s nonetheless a little jarring. Perhaps a smoother progression of leveling at each stage of the rice’s development may have helped?
Where the earlier mentioned opacity fits the farming perfectly, it does not fit story progression. Many of the major story cut-scenes take place after completing a specific quest or boss fight, but others seem to appear at random. Most notably for me, I ended up waiting the best part of a year for the quest to trigger the final boss to appear. From what I can tell, this may well be different for every playthrough, with no explanation why. There are also plenty of non-critical cut-scenes that may or may not show, again it seems to be different for each playthrough with no obvious reason why. The fact that so much is left unexplained is in many ways refreshing, but when you’re just wandering around with no quest, waiting for something, somewhere to trigger it can be equally frustrating.
My last little nitpick is the end boss. I hate it when a game introduces a new mechanic specifically for the final boss that has never been used before. You have spent 30 hours mastering the combat mechanics and then right at the end get thrown a curveball. The fight also plays out unlike anything that came before, so all that fast zipping around you’ve been learning to control becomes pretty useless. To top it all, in his final form, all attacks except one can’t hit you: stand to the side and your health regeneration will even kick in.
Aside from the above minor issues, Sakuna: Of Rice and Ruin is an absolute triumph of an indie title and I’m delighted to hear it’s sold so well, moving around 850,000 units at time of writing. The developers tried something completely new and for the most part absolutely nailed it.