Kena: Bridge of Spirits (2021)

Ember Lab

Nintendo Switch 2 · PC (Microsoft Windows) · PlayStation 4 · PlayStation 5 · Xbox One · Xbox Series X|S

3.66 from 708 ratings

1913 members have it in their collection · 120 playing now · 621 backlogged · 659 wish listed

How long? Main story 14h · with extras 16h · 100% 19h (from 61 logged playthroughs)

Kena: Bridge of Spirits: a story-driven, action adventure combining exploration with fast-paced combat. Untangle the past as Kena, a young Spirit Guide in search of the sacred Mountain Shrine. Help free the spirits trapped in a forgotten village with the help of the Rot, Kena's adorable (yet powerful) spirit companions.
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Details

Developers
Ember Lab
Publishers
Ember Lab
Genres
Adventure, Indie, Role-playing (RPG)
Themes
Action, Fantasy
Series
Kena
Steam
View on Steam

Release dates

  • Sep 21, 2021 (Full Release) (Worldwide) PC (Microsoft Windows), PlayStation 4, PlayStation 5
  • Aug 15, 2024 (Full Release) (Worldwide) Xbox One, Xbox Series X|S
  • Mar 26, 2026 (Full Release) (Worldwide) Nintendo Switch 2

Also available on

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Featured in lists

GOTY 2021 by LarsFrukt · 36 games · 0
Completed by OtakuGamer729 · 150 games · 0
02 - B Tier by imklubb · 56 games · 0
Platinum Backlog by imklubb · 20 games · 0

Rating distribution

5 stars
112
4 stars
313
3 stars
223
2 stars
53
1 star
7
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Community All Reviews Statuses

additron_

Status additron_ Jan 24, 2025

I'm really enjoying this game. I finished the first act the other day and the cinematic that caps it had me crying. Minute to minute, it's gorgeous, really well animated (especially the 'rot') and just the level of ease I'm looking for at the moment. The puzzles aren't really all that taxing and are similarly a good, chill, level of …

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I'm really enjoying this game. I finished the first act the other day and the cinematic that caps it had me crying. Minute to minute, it's gorgeous, really well animated (especially the 'rot') and just the level of ease I'm looking for at the moment. The puzzles aren't really all that taxing and are similarly a good, chill, level of ease. I love that Kena's idle animation has you sit down for a breather and you have some basic options to interact with the 'rot'. Give them a hug, or let one of them sheepishly kiss you, it's hilarious.

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Sore

Status Sore Jan 21, 2024

Esta primera review tiene como único objetivo explicar porque este juego me recuerda a Rayman 2 y por lo tanto lo convierte instantáneamente en un punto débil para mí. Pero empecemos por el principio.

Kena: Bridge of Spirits es un juego de acción aventura, donde el combate y el plataformeo son el principal gameplay. El estudio Ember Lab antes de …

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Esta primera review tiene como único objetivo explicar porque este juego me recuerda a Rayman 2 y por lo tanto lo convierte instantáneamente en un punto débil para mí. Pero empecemos por el principio.

Kena: Bridge of Spirits es un juego de acción aventura, donde el combate y el plataformeo son el principal gameplay. El estudio Ember Lab antes de desarrollar Kena era exclusivamente un estudio de animación, y es algo que se nota y se agradece visualmente durante todo el juego.

Hechas las presentaciones, lo primero que notas en el mando es un control muy satisfactorio. Especial mención al doble salto, que te permite cambiar la dirección en mitad del aire de forma sencilla, de cara a las secciones de plataformas esto da mucho juego y espacio a recuperaciones en mitad del aire. Tenemos también una esquiva muy amable con los i-frames para los combates.

Sobre el combate, Alexelcapo (chupito cada vez que mencione a este señor) mencionaba que el sistema de combos era insuficiente, limitado a una secuencia de ataques básicos y otra de ataques fuertes con un par de adiciones, además del arco y las bombas, las opciones de combate desde una distancia segura con menor daño. Aunque es cierto que el sistema es sencillo, no veo eso como un problema en realidad por el tipo de juego que es Kena. Desde el principio he tomado este juego como un plataformero, un collect-a-thon incluso, una especie de Spyro o Banjoo-Kazooie con todo el tema de la búsqueda de los rots y coleccionables a los que tampoco les doy mucha importancia pero si que eran agradables de encontrar. Este tipo de juegos tiene combates, pero no es su principal atractivo, y si que en Kena tiene más importancia este aspecto que en otros juegos de ese género, pero cumple sobradamente dando un sistema que no deja de ser entretenido en ningún momento. Es en esto donde veo una de las similitudes con Rayman, donde el combate existía, era una parte del gameplay, pero hacía un buen trabajo siendo divertido y dejando las sorpresas a las mecánicas de los distintos enemigos y bosses que giraban un poco la simplicidad de los golpes con formas únicas de atacarte y defenderse. Soy consciente de que este juego toma mucha inspiración en la saga The Legend of Zelda, pero no es precisamente la que más conocida tengo, por sí os suena más las mecánicas únicas de bosses a las aventuras del héroe vestido de verde.

Si tuviera que sacarle alguna pega al combate sería la existencia de una herramienta dominante. El “Martillo rot” es un golpe cargado que cuesta una carga de habilidad que se rellena golpeando enemigos, y la cantidad de daño que puedes hacer con este golpe es tanta que deja al resto de habilidades similares bastante por detrás, incluso al propio set de ataques básicos, por lo que vas a querer cargarla lo más rápido posible y utilizarla todo el rato, creando un bucle que si puede hacerse algo repetitivo si no te fuerzas a alternar estrategias a otras peores en la mayoría de casos. Existe un pequeño esfuerzo por parte del juego en solventar esto, enfrentándote a enemigos resistentes a este golpe o voladores, a los que casi nunca podrías siquiera alcanzarlos. Pero sigue siendo un problema pese a ello.

Otro aspecto en el que la progresión no ha sido tan agradable ha sido en el sistema emblemas. Los emblemas son mejoras que encuentras ocasionalmente escondidas por el mapa. El problema es que me ha dado una sensación similar a la del “Martillo rot”, una vez encontré la primera que te permite recuperar más salud en combate y aumenta tu daño, el resto que solían ser mejoras de daño a costa de perjuicios como recibir más daño o perder energía para habilidades me parecían siempre opciones peores, por lo que solo he jugado con la primera la mayor parte del juego.

La siguiente parada es el mundo de Kena, tanto a nivel artístico como en estructura. En cuanto a lo artístico hay algo que me gusta decir de los videojuegos, y es que simplemente es perfecto en lo que busca ser. Cuando una dirección de arte toma un camino muy concreto, en este caso una animación prácticamente de película infantil, y sabe aprovecharla al extremo e incluso plasmarla de detalles, simplemente es perfecta. Y los detalles se ven en las interacciones con el entorno. Todo brilla si puedes interaccionar con ello, todo tiene un aspecto reconocible para saber las opciones que tienes solo con verlo. Incluso tienes esos momentos de “aquí debe haber un secreto” solo observando el entorno, aunque esto es más mérito de la estructura de niveles. Kena se divide en tres partes, y cada una de ellas en tres pequeños segmentos más, cada uno con un boss o semi-boss. Hacer cada uno de los sub-segmentos se siente como un nivel independiente, lo que ayuda mucho a una progresión cómoda. Además, estos niveles, lineales en su mayoría con enfrentamientos recurrentes intercalando secciones de plataformas, forma un bucle jugable muy divertido con el que no llegas a cansarte de ninguno de los dos aspectos.

Un último problema del juego, relacionado con la estructuras de los niveles, es cierto que en ocasiones no tienes del todo claro por donde avanzar. Todo el paisaje es un bosque precioso y hay veces que el fondo puede parecer un camino a recorrer, y acabas chocando con incómodas paredes invisibles. Incluso en una ocasión forzando el querer ir hacia un lugar inaccesible acabe estancado y tuve que cargar partida para salir de donde me había quedado atrapado. Este y unos muy eventuales fallos visuales (rots caminando en el aire o por el agua) han sido los únicos bugs que he encontrado, nada ni mucho menos que empañe la experiencia de juego.

Me ha encantado Kena: Bridge of Spirits, recorrer su bosque con un arte como para hacer capturas de pantalla cada dos pasos, sus combates, con bosses que voy a tardar en olvidar por la épica de los enfrentamientos y su secciones de plataformeo que siempre van a ser un placer para mí, especialmente cuando controlar a tu personaje se siente tan fácil, me han dado unas 15 horitas de un juego y una historia que recordar con mucho cariño. Ojalá en un futuro volver a controlar a la guardiana de espíritus en otras aventuras y por supuesto lo recomiendo mucho, si te entra por los ojos te entrará mucho más con el mando en las manos. Respecto al combate, en su gameplay Alexelcapo (chupito cada vez que mencione a este señor) mencionaba que el sistema de combos era insuficiente, pero creo que no estaba viendo el

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kensho

Status kensho Jan 26, 2022

I was gonna try to write a review on my thoughts, after kind of not feeling like playing it after a few hours, but I found a review that explains how I feel exactly, so I'll link that.

Kena is smooth as a pebble - a game engineered to be so unoffensive there's no reason not to play it, or …

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I was gonna try to write a review on my thoughts, after kind of not feeling like playing it after a few hours, but I found a review that explains how I feel exactly, so I'll link that.

Kena is smooth as a pebble - a game engineered to be so unoffensive there's no reason not to play it, or to play it at all.

https://www.eurogamer.net/articles/2021-09-20-kena-bridge-of-spirits-review-gorgeous-looking-yet-wholly-unoriginal

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BMO

Status BMO Jan 16, 2022

Since an internet outage has made it impossible for me to play Forza Horizon Five, I returned to playing Kena: Bridge of Spirits. I’m enjoying it a little bit more (mostly thanks to an Ox named Rufus) but it’s still riddled with issues. For some reason, even on performance mode the game stutters. This is especially pronounced when …

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Since an internet outage has made it impossible for me to play Forza Horizon Five, I returned to playing Kena: Bridge of Spirits. I’m enjoying it a little bit more (mostly thanks to an Ox named Rufus) but it’s still riddled with issues. For some reason, even on performance mode the game stutters. This is especially pronounced when controlling the Rot once they form together, but there are moments when the game stutters during combat. It’s clear there’s a lack of optimization going on and it hurts the feel of combat. This combined with what I think are poorly implemented iFrames sometimes make dodging iffy. There are clear moments when the same dodge timing fails when it works moments earlier.

I clipped a few example videos of the game’s mechanically problematic moments but I’ll have to wait until my internet connection is restored to post them.

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BMO

Status BMO Jan 4, 2022

It's not a great sign that after about two and a half days I kind of bounced off of Kena: Bridge of Spirits to play Forza Horizon 5. I am seldom a person who will abandon an indie game to play something AAA, let alone something like a racing game. Don't get me wrong, I like a good racing …

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It's not a great sign that after about two and a half days I kind of bounced off of Kena: Bridge of Spirits to play Forza Horizon 5. I am seldom a person who will abandon an indie game to play something AAA, let alone something like a racing game. Don't get me wrong, I like a good racing game but they rarely hold my attention as a good focused indie will.

I didn't drop off Kena for any specific reason, I haven't hit any kind of roadblock, my interest just waned. I'll probably go back to it, but when my head is filled with cars I can win or buy at auction instead of where I want to go next in an adventure game, it doesn't bode well for the latter.

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BMO

Status BMO Jan 1, 2022

Initial impression: it’s hard for me to understand how this won both Best Indie and Best Debut Indie at the Game Awards in 2021 (against games like Inscryption, Valhiem, Death’s Door and The Forgotten City, Sable and The Artful Escape no less). Sure it’s a good looking game that seems well optimized, but it’s really just a …

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Initial impression: it’s hard for me to understand how this won both Best Indie and Best Debut Indie at the Game Awards in 2021 (against games like Inscryption, Valhiem, Death’s Door and The Forgotten City, Sable and The Artful Escape no less). Sure it’s a good looking game that seems well optimized, but it’s really just a game that synthesizes everything inherent to the Sony playbook. This feels like Uncharted/HZD/God of War.

The one thing that seems to make it stand out from the Sony crowd is the aspects cloned from From Software games (unless I give credit to Sony for Bloodborne which I’m not because Soulsborne mechanics don’t regularly make it into the Sony AAA formula). The problem is that it implements the Soulsborne mechanics very poorly and it’s clear the developers failed to understand the fact that Soulsbornes are not just hard, they are expertly balanced. Kena: Bridge of Souls lacks a fundamental understanding and implementation of that balance and often throws tedious busy work into fights just to extend them. They are tiring but not exhilarating, and you need the latter to prevent the former.

The Guardian Ape in Sekiro is a perfect example. It’s a tiring fight and you’re exhausted when the the dead ape rises, picks its head up and the surprise second half of the fight begins, but you can handle that exhaustion because excitement and adrenaline kick in. The fight with the headless Ape and its mate is similar.

Kena, on the other hand, just throws extra mobs at you to pad fights. And it lacks the elegant simplicity of a Soulsborne when it comes to actual fight mechanics, as Kena feels clunky compared the Hunter or Sekiro. I wish Ember Labs learned something from their sources before they simply copied their homework.

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BMO

Status BMO Jan 1, 2022

For a game that supposedly explores “Exciting Cultural Inspirations” it’s a wonder to me that only two of the voice actors playing the south-east Asian characters in the game are actually Asian. It’s hard for me to believe that statements made by co-creator and Ember Lab co-founder Josh Grier like “the influence of south-east Asian cultures on Kena …

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For a game that supposedly explores “Exciting Cultural Inspirations” it’s a wonder to me that only two of the voice actors playing the south-east Asian characters in the game are actually Asian. It’s hard for me to believe that statements made by co-creator and Ember Lab co-founder Josh Grier like “the influence of south-east Asian cultures on Kena can not be overstated” are anything but marketing B.S. when the majority of actors you hire to voice your Asian characters are white. I’m not arguing that they can’t hire non-Asian actors but it’s hard to believe their words when those words don’t exactly match up with their casting choices.

In an ideal world where everyone has equal opportunity at work this likely wouldn’t be a problem but as long as people are still casting the majority of non-white characters with white voice actors, something needs to change in the industry.

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BMO

Status BMO Jan 1, 2022

It’s interesting that I ended 2021 with The Gunk and started 2022 with Kena: Bridge of Spirits. They do feel like two games tackling the similar themes and environmental actions yet that exist on opposite sides of the spectrum with The Gunk squarely occupying a puzzle platformer space and Kena: Bridge of Spirits taking up the mantle of action-adventure.

BMO

Status BMO Jan 1, 2022

Although I assume it’s still real-time rendered and not pre-rendered but it is interesting, and a little jarring. that cutscenes drop from 60fps to 30fps. My guess is that they drop the fps down to 30 for cutscenes so they can bump the resolution from 4K upscaled to true 4K. I wonder if that will be a common practice this …

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Although I assume it’s still real-time rendered and not pre-rendered but it is interesting, and a little jarring. that cutscenes drop from 60fps to 30fps. My guess is that they drop the fps down to 30 for cutscenes so they can bump the resolution from 4K upscaled to true 4K. I wonder if that will be a common practice this gen.

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BMO

Status BMO Dec 9, 2021

Got to love that a game backed by Sony and Epic won both best indie game and best indie debut :/

WardCove

Status WardCove Oct 4, 2021

This game has some serious balance issues that do not make me happy. Still enjoying it overall but wow some of these bosses are some high quality BS.

Sr.Pascal

Status Sr.Pascal Sep 27, 2021

Jugué 4 horas y meh, no me entusiasmó nada juego. Muy bonito visualmente pero lo hallé falto de propósito. Corría de aquí para allá sin nada que verdaderamente me incentivase a ello. La historia no me enganchó nada. El combate está muy mal balanceado, en dificultad normal es muy fácil y en difícil es injusto. El timing para los parris …

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Jugué 4 horas y meh, no me entusiasmó nada juego. Muy bonito visualmente pero lo hallé falto de propósito. Corría de aquí para allá sin nada que verdaderamente me incentivase a ello. La historia no me enganchó nada. El combate está muy mal balanceado, en dificultad normal es muy fácil y en difícil es injusto. El timing para los parris es ridículo. En definitiva, para ser el primer juego del estudio está mas que bien. No es un mal juego, pero a mí no me emocionó en lo mas mínimo.

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WardCove

Status WardCove Sep 26, 2021

He a difficulty spike last night that was incredibly irritating.

Died on a boss like 14 times in a row.

Yuck.

Did eventually beat him. But wow that almost threw me into a rage quit.

BMO

Status BMO Sep 22, 2021

I want to be interested in this. I appreciate that Ember Lab teamed up with a Vietnamese animation studio, Sparx, on designs and animation. I appreciate that they hired Balinese artists to create music and do voice work. All these things are great. But there is a thing that bothers me about Kena: Bridge of Spirits that bothers me about …

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I want to be interested in this. I appreciate that Ember Lab teamed up with a Vietnamese animation studio, Sparx, on designs and animation. I appreciate that they hired Balinese artists to create music and do voice work. All these things are great. But there is a thing that bothers me about Kena: Bridge of Spirits that bothers me about a lot of games, and that is the use of indigeneity as a means to express mysticism and magic.

There is a tendency for studios to create fantasy worlds with mystical elements that are often mapped onto orientalist perspectives of Asian or indigenous cultures. Too many games tend to take the route of the mystical native, complete with stereotypical depictions of things like tribal life, indigenous structures and practices. Seldom do these studios work with actual indigenous peoples to craft their stories, and they lean on other media depictions or assumptions about the people they depict. And to skirt around their misappropriation of indigeneity, studios often strip any further specifics so they can argue that they aren't depicting any specific group. Studios that have done this often argue that their fictional constructs of a people are exempt from criticism over misrepresentation. But their constructed people borrows actual aspects of indigeneity and it's often worse when a studio decided to borrow depictions of indigenous people wholesale while disavowing any connection to a real people. Sucker Punch's Infamous: Second Son and its fictional "Akomish" people is a good example of exactly this.

It's true that Ember Lab has worked with Balinese artists, so maybe there are some attempts to correct this. I do hope so, but every trailer lends me to feel that it still leans heavily on worrisome tropes. I'd like to be wrong. But more so I'd like it if members of the communities that inspired the game had a say in the story crafting, and depiction of their digital surrogates. The more studios work with communities of the marginalized they represent, the better those representations will get. This is often why, despite Ubisoft's many internal issues and turmoil, I'll always hold ACIII up as a AAA game made by a AAA studio that tried to get this right.

For now I've decided to wait on purchasing or playing Kena: Bridge of Spirits until I can learn more about its development and the degree to which certain voices were able to contribute to the game.

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