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Kena: Bridge of Spirits

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Kena: Bridge of Spirits

Sep 21, 2021

Main game

3.66 average rating based on 703 ratings

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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.
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
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User Stats
1901
In Collection
659
Wish Listed
124
Playing
617
Backlogged
How Long Is Kena: Bridge of Spirits?
Main story: 14.3 hours
Main + extras: 18.2 hours
100% completion: 21.0 hours
Total completions: 65
Related Content
WardCove
WardCove gave Oct 6, 2021
WardCove gave Oct 6, 2021
Beautiful, but Unbalanced

When I saw the first trailer of Kena it sold me. I knew I was gonna get this game and play it. The polish was phenomenal looking and the graphics, which looked like I was going to play a Pixar movie, really made my eye holes happy.

Then I started playing. My first reactions were all great. Felt good to be in this Asian inspired world. As I continued on I realized that this game is basically just a other 3D action game. Nothing super special about it and no unique systems that hooked me hard. That's not to say anything is bad, it's actually all done quite well, it just felt like more of the same.

Once I reached the first....BIG...boss I quickly found out this game was unbalanced. It went from a moderately difficult game to Dark Souls. I almost rage quit on that boss so many times. But I persevered. I bested him. Continued on an each subsequent BIG boss was a horrible pain. I feel like I should state I don't mind difficult games, but this felt like it was giving me a moderately difficult game and then gave me something else. It felt unfair I. …

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When I saw the first trailer of Kena it sold me. I knew I was gonna get this game and play it. The polish was phenomenal looking and the graphics, which looked like I was going to play a Pixar movie, really made my eye holes happy.

Then I started playing. My first reactions were all great. Felt good to be in this Asian inspired world. As I continued on I realized that this game is basically just a other 3D action game. Nothing super special about it and no unique systems that hooked me hard. That's not to say anything is bad, it's actually all done quite well, it just felt like more of the same.

Once I reached the first....BIG...boss I quickly found out this game was unbalanced. It went from a moderately difficult game to Dark Souls. I almost rage quit on that boss so many times. But I persevered. I bested him. Continued on an each subsequent BIG boss was a horrible pain. I feel like I should state I don't mind difficult games, but this felt like it was giving me a moderately difficult game and then gave me something else. It felt unfair I. It's execution. And got really frustrating.

The music was great though. The graphics were beautiful. Some glorious sights to behold. And the voice acting was good, even if the lip syncing was off, which was painful to watch at times.

Overall I did enjoy this game, but not as much as I was anticipating. I will eagerly await Ember Labs next game though as this dev has a LOT of potential.

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ElectronicJourneys
ElectronicJourneys gave Sep 26, 2021
ElectronicJourneys gave Sep 26, 2021
Bullet Point Review

PROS

  • Attractive art style and impressive animations
  • Surprisingly challenging and intense combat
  • Lots of environmental puzzles and hidden collectibles make exploration rewarding
  • Relaxing, transportive soundtrack enhances the slower moments
  • Well thought out move set makes every mechanism feel meaningful

CONS

  • Amateurish voice acting undercuts the otherwise high production value
  • Plot loses steam after the first act
Malus
Malus gave Jan 7, 2022
Malus gave Jan 7, 2022
My biggest gaming disappointment of 2021
This review is for the PC (Microsoft Windows) version

Kena: Bridge of Spirits is not a bad game. However, it is a very disappointing one considering the comparisons I've heard people make between it and The Legend of Zelda series. One website went as far as saying that this game is the real 35th anniversary celebration of the Zelda series since Nintendo merely released a half-assed remaster of Skyward Sword. I'll give them this: Kena is like an homage to Zelda except the gameplay differences are bad. It is much simpler and less captivating than a Zelda game is, and a major issue is in the narrative.

You start the game thrust into a cave with no explanation as to why you are there or what you are supposed to do. You are never given a reason for anything about Kena before the game. It essentially copies the opening of the first Legend of Zelda. The game's main story is that you get out of the cave and see two boys/spirits in the forest and decide to follow them. When you finally catch up they state their problem and that they'll help Kena reach the Mountain Shrine in exchange for your help. That's it. Everything afterwards in …

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Kena: Bridge of Spirits is not a bad game. However, it is a very disappointing one considering the comparisons I've heard people make between it and The Legend of Zelda series. One website went as far as saying that this game is the real 35th anniversary celebration of the Zelda series since Nintendo merely released a half-assed remaster of Skyward Sword. I'll give them this: Kena is like an homage to Zelda except the gameplay differences are bad. It is much simpler and less captivating than a Zelda game is, and a major issue is in the narrative.

You start the game thrust into a cave with no explanation as to why you are there or what you are supposed to do. You are never given a reason for anything about Kena before the game. It essentially copies the opening of the first Legend of Zelda. The game's main story is that you get out of the cave and see two boys/spirits in the forest and decide to follow them. When you finally catch up they state their problem and that they'll help Kena reach the Mountain Shrine in exchange for your help. That's it. Everything afterwards in this game is you helping other people simply because it's the right thing to do rather than anything else. Kena has no character development herself, there are very few other characters to talk to or interact with, and the world doesn't have much to really pull you in. The lack of any sort of characters to help immerse you into the world of Kena and the lack of any real reason for what Kena does or any character development for her is one of the game's two monolithic weaknesses.

Every location you go to is deserted, desolate, and quiet. There is no one to help you get into the game and interested in what is happening because nothing is happening. You basically go to one area, solve some extremely simple puzzles, fight a bunch of bad guys by spamming R1 (light attack), rinse, and repeat. While you do learn a few new abilities throughout the course of the game (shooting an arrow, an energy bomb, and dashing), they don't do much except make the puzzles slightly harder in exchange for giving you a new way to approach and solve said puzzles. They can help in fights, but again you will mostly be spamming the R1 button to fight. Unlike Zelda, you are forced to fight enemies and many at a time. This unfortunately makes combat painfully repetitive and dull because it's forced encounters of button mashing. On the rare occasion where you do need to get creative with fighting (one or two boss fights require it), you can parry by pressing L1 at the exact right moment. Be warned: this is very finicky and unreliable. The penultimate boss of the game was a major challenge for me because I believed parrying was the key to defeating him. A guide on Gamespot gave me some tips that helped me pull it off using other methods, but combat in this game is the second of Kena's two big weaknesses.

This game is fun to play and the graphics are beautiful. The environments are beautiful green with flowers and rivers and all sorts of fun to get you sucked into the world. But the lack of any real reason for doing anything except "because you want to" and the lack of any real characters makes this game feel dead in a sense. I don't care to find all of the remaining rot/hats/etc. because I don't care to run around for the sake of getting the trophies. Having finished the game I still don't understand what Kena wanted to do to begin with besides "get to the Mountain Shrine."

In short, this game is fun but the gameplay is where everything falls short. If a stronger narrative had been made then I would like the game better. However, it just tries to be an homage to Zelda and fails so miserably. While I do recommend you play the game to make your own decision (I am being quite harsh), I highly recommend you borrow the title from a friend or get this cheap. Don't pay $50 for this. It's too short and simply fails to pull you into this gorgeously designed world to be worth the money.

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Saiyajin
Saiyajin gave Nov 3, 2021
Saiyajin gave Nov 3, 2021
Brief Final Thoughts

More of this please Ember Labs, Kena took a little while to get going but once the game started branching out I was hooked. The story is intriguing and had me interested in the backstory and the characters whilst some only had a brief stay, they left there mark. The gameplay Is rather simplistic but the way most of the abilities I unlocked had it's purpose, it kept combat fresh, and hunting collectibles felt meaningful, except those rot hats, somewhat humorous but not worth going out of my way to look for them. A waypoint for the main map would of been a nice addition also. There were some awesome boss fights as well, often demanding a change in tact which I appreciated, I'll ignore the torrid time I had with the final boss however, gauntlet fights aren't my thing. My experience was topped off with some of the most gorgeous, colourful visuals I've seen with fantastic character animations, and a impactful soundtrack to go with it.

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additron_
additron_ gave Jan 31, 2025
additron_ gave Jan 31, 2025
Just what I needed
This review is for the PlayStation 5 version

This game is just what I needed right now - a short charming third person action game with some solid combat, stress free puzzles and an engaging story. The presentation, animation, cinematics and understated story would be the highlights for me. Overall it felt like an iteration on a satisfying rental from the Xbox or PS2 era.

Sore
Sore gave Jan 21, 2024
Sore gave Jan 21, 2024
Animación adaptada a videojuego, de la mejor forma posible
This review is for the PlayStation 5 version

Esta primera review tiene como único objetivo explicar porque este juego me recuerda a juegos plataformeros de PSX 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 …

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Esta primera review tiene como único objetivo explicar porque este juego me recuerda a juegos plataformeros de PSX 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 Banjo-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. En esto veo similitudes con Rayman 2, 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. Terminar 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, forman 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.

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Scoobydiesel
Scoobydiesel gave Jul 17, 2023
Scoobydiesel gave Jul 17, 2023
Very beautiful first game

For being the first game form Ember Labs, it’s really good. It is beautiful from photos to cut scenes and in game action.

The music is amazing and definitely a soundtrack I imagine I’ll be able listening to in the future.

The map/world works well in both a large world feel but an easy to explore adventure, it never feels over bearing. I could only imagine how much they improve thsi area in a second game. Hopefully the UI and Menu stuff stays simple and clean moving forward.

The story is beautiful, tell of love and family and even a bit of friendship. It doesn’t go super deep into any of the characters overall but the balance it walks worked really well for me. I also thought having the brothers as the first part of the game was a great starting point.

The rot are awesome little nods to Pikmin that I could no doubt seeing them improve upon moving forward. I also loved all the masks and hats you could unlock for them, super cute.

Gameplay was my biggest issue, at first it feels pretty sluggish or just slow. But I did grow with it. However in one of …

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For being the first game form Ember Labs, it’s really good. It is beautiful from photos to cut scenes and in game action.

The music is amazing and definitely a soundtrack I imagine I’ll be able listening to in the future.

The map/world works well in both a large world feel but an easy to explore adventure, it never feels over bearing. I could only imagine how much they improve thsi area in a second game. Hopefully the UI and Menu stuff stays simple and clean moving forward.

The story is beautiful, tell of love and family and even a bit of friendship. It doesn’t go super deep into any of the characters overall but the balance it walks worked really well for me. I also thought having the brothers as the first part of the game was a great starting point.

The rot are awesome little nods to Pikmin that I could no doubt seeing them improve upon moving forward. I also loved all the masks and hats you could unlock for them, super cute.

Gameplay was my biggest issue, at first it feels pretty sluggish or just slow. But I did grow with it. However in one of the final areas I did have some issues with the platforming that just felt like I was being too slow character wise for. But I also suck at gaming so that doesn’t help haha.

The battle system is pretty basic, has a dark souls vibe with the parry system/dodging, as well as with the difficulty which I kept mine on story mode and still died at times. The battle stuff improved, as did the whole game with the more stuff unlocked liek the bow.

Overall I really enjoyed the game and look forward to ember labs next game.

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haff
haff gave Jul 16, 2023
haff gave Jul 16, 2023
haff's review of Kena: Bridge of Spirits

Beautiful game with outstanding visuals, music and ambience marred by generally bad encounter design and lack of combat depth. The strange focus on analog stick based aiming (why make arrows and bombs more useful and reliable tools then your melee) make me feel like this game is better played on keyboard and mouse, which has to be the most incongruous design I can imagine for a platforming souls-like. The poorly designed encounters are frustrating and unsatisfying (you don't really have the tools to effectively engage many foes at once? --> better design every single fight as an chaotic scrum of multiple enemies so you have to run around and kite constantly, more like doom then zelda or dark souls).

The bosses, which should be features of a souls-like game, are generally ruined by the bizarre focus on infinite spawning adds... did the devs know that you can have a builder/spender special moves system where you build up your moves metacurrency by hitting the boss itself.. say, like every other decent game ever made, rather than just constantly spawning annoying enemies off screen that provide no experience, progress or sense of accomplishment?

Could have been a brilliant, beautiful and satisfying experience …

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Beautiful game with outstanding visuals, music and ambience marred by generally bad encounter design and lack of combat depth. The strange focus on analog stick based aiming (why make arrows and bombs more useful and reliable tools then your melee) make me feel like this game is better played on keyboard and mouse, which has to be the most incongruous design I can imagine for a platforming souls-like. The poorly designed encounters are frustrating and unsatisfying (you don't really have the tools to effectively engage many foes at once? --> better design every single fight as an chaotic scrum of multiple enemies so you have to run around and kite constantly, more like doom then zelda or dark souls).

The bosses, which should be features of a souls-like game, are generally ruined by the bizarre focus on infinite spawning adds... did the devs know that you can have a builder/spender special moves system where you build up your moves metacurrency by hitting the boss itself.. say, like every other decent game ever made, rather than just constantly spawning annoying enemies off screen that provide no experience, progress or sense of accomplishment?

Could have been a brilliant, beautiful and satisfying experience but the fundamental nuts and bolts of the combat system are flawed to the point that I gave up on the game halfway through.

**I played the game on the hardest difficulty, with this review coming from the perspective of someone interested in a souslike (souls-adjacent) experience.

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hewward
hewward gave Jul 15, 2023
hewward gave Jul 15, 2023
I wanted to like this game, but couldn't

Starting with the positives.

This game is just oozing with charm. The sprites and characters are great, the scenery is amazing and the mechanics you can play with the Rot are just great.

But, all of that will only get you so far if the combat in the game, that it forces you to do, is wretched.

I'm bouncing off this for now, but maybe I'll return to try it again some day.

~David.

tylerisrandom
tylerisrandom gave Jul 28, 2022
tylerisrandom gave Jul 28, 2022
tylerisrandom's review of Kena: Bridge of Spirits

Kena stands near a fence in a lush, overgrown environment, mountains in the far distance and little Rot creatures standing at her feet

Kena's visuals and animation have earned a lot of acclaim, and it's easy to see why. The world and its characters are impressively well realized, bursting at the seams with emotion and detail. It's a great example of how games are starting to brush up against the visual standards set by animated films, which is really exciting.

In terms of gameplay, Kena mixes a lot of familiar elements. The platforming and absence of traditional level barriers feel like Jak and Daxter, the puzzles feel like Zelda, and the combat takes some inspiration from Dark Souls. I was nervous about that last point, but playing in Story Mode I found the combat consistently fun.

I have mixed feelings about the game's collectibles. I adored finding the Rot, Rot Hats and Spirit Mail on my first pass of an area and wanted to find the rest, but backtracking through certain areas was such a pain I eventually gave up.

Overall, I had a really good time playing Kena: Bridge of Spirits. I'm definitely interested in whatever Ember Labs may cook up next.

GordonBombay
GordonBombay gave Jan 16, 2022
GordonBombay gave Jan 16, 2022
Kena: Bridge of Spirits
This review is for the PC (Microsoft Windows) version

Kena: Bridge of Spirits is a good game but could've been better with more innovative gameplay. The game is absolutely gorgeous though and the cutscenes are Disney/Pixar quality although framerate is kinda choppy. It's a fun game just doesn't bring anything new to the table other then amazing graphics

Screenshot Dump

Gameplay: 7

  • Cool Pikmin like critters to collect that help throughout the game
  • Standard platforming/combat gameplay similar to zelda but with less gadgets and variety
  • Collect weapons to upgrade and hats to dress up the critters that follow you -Combat on normal and above can actually get fairly difficult/unbalanced. Some fights are akin to dark souls

Story: 7

  • Story was fine but nothing spectacular, not as emotional as it's meant to be although story can get dark
  • Cutscenes are movie quality but not engaging
  • Good voice acting for the lines that are there

Graphics: 9

  • Amazing graphics is where this game shines especially on the PS5 with added controller immersion
  • Great use of neon blue lighting that resonates with your abilities and staff, lighting up caves and other environments
  • Very cute aesthetic like a Disney movie

Soundtrack: 8

  • Great soundtrack for what it is, nice jungle/mystical tones to fit …
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Kena: Bridge of Spirits is a good game but could've been better with more innovative gameplay. The game is absolutely gorgeous though and the cutscenes are Disney/Pixar quality although framerate is kinda choppy. It's a fun game just doesn't bring anything new to the table other then amazing graphics

Screenshot Dump

Gameplay: 7

  • Cool Pikmin like critters to collect that help throughout the game
  • Standard platforming/combat gameplay similar to zelda but with less gadgets and variety
  • Collect weapons to upgrade and hats to dress up the critters that follow you -Combat on normal and above can actually get fairly difficult/unbalanced. Some fights are akin to dark souls

Story: 7

  • Story was fine but nothing spectacular, not as emotional as it's meant to be although story can get dark
  • Cutscenes are movie quality but not engaging
  • Good voice acting for the lines that are there

Graphics: 9

  • Amazing graphics is where this game shines especially on the PS5 with added controller immersion
  • Great use of neon blue lighting that resonates with your abilities and staff, lighting up caves and other environments
  • Very cute aesthetic like a Disney movie

Soundtrack: 8

  • Great soundtrack for what it is, nice jungle/mystical tones to fit the game
  • Can get stale, doesn't change too much throughout the game
  • Ability and combat sounds are crisp and impactful
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Eyepatch
Eyepatch gave Oct 8, 2021
Eyepatch gave Oct 8, 2021
Disney Pixar THE GAME 3.5/5

Visually Stunning game with beautiful cutscene animations. I see alot of people complaining about the voice acting but i felt it to be really good in this one, especially kena's voice. Kena's character itself is very much likeable,i instantly fell in love with her,,if only we could get more of her story.

Story wise it starts off really well but then u kind of can predict the pattern.Same goes with gameplay,really good at the start but then becomes repetitive.Still its really enjoyable throughout becz of its beautiful world and short length.Combat is surprisingly challenging and there are plenty of not so bad puzzles.Overall its a really sweet game with some issues in between.Considering this is their first game,I have huge hopes from this studio.

V1CGaming
V1CGaming gave Oct 30, 2024
V1CGaming gave Oct 30, 2024
A remarkable and magical adventure.

enter image description here

Every single moment of Kena: Bridge of Spirits is simply wonderful. Very few games are as pleasing to the eyes, and coming from an indie studio – making its very first game, of all things – that's something quite remarkable. Even more remarkable is that Kena isn't simply a visual showcase, either. It's challenging, fun to play, and has a world teeming with life. It also tells a fantastic story, and there's plenty to do even when the credits have rolled. Kena: Bridge of Spirits truly is something special, and I can't wait to see what Ember Lab does next.

Inc
Inc gave Oct 24, 2024
Inc gave Oct 24, 2024
Loss of Spirit
This review is for the PlayStation 5 version

I wanted to like Kena Bridge of Spirits as it looks and sounds beautiful. But alas, the environment masks a very average action adventure game, with plodding mechanics that frustrate throughout. The boss battles are a particular low point, despite grand presentation, they're all fight very similarly, with high health bars and attacks that you can sometimes dodge or parry, but sometimes not because... reasons? Usually the camera. It's annoying as I didn't hate the game, but it becomes apparent quite quickly that under the glossy paint, they've papered over several cracks in the gameplay.

WolfSpirit292
WolfSpirit292 gave Nov 14, 2022
WolfSpirit292 gave Nov 14, 2022
Not the cozy game I expected, and that's a good thing!
This review is for the PC (Microsoft Windows) version

This game is beautiful, and I don't just mean graphics wise. Yes, the scenery is stunning and the animation for these characters is equally so. The story is just as beautiful. I wasn't expecting it at all. I went into this thinking it would be a cute little game about helping spirits with your adorable little friends the Rot. And it is that, but it is so much more. The story has a depth to it and the characters are wonderfully composed. I found myself crying over the first spirit's journey.

The gameplay is fun and can be a little challenging at times (in a good way). I enjoyed exploring and trying to find hidden treasures. There's a lot I didn't find and plan to do a completionist run with the New Game + (or as much as I can, that is). This is a game I can definitely enjoy again and again.

Eclip6
Eclip6 updated their status Mar 5, 2025
Eclip6 updated their status Mar 5, 2025

What a beautiful and... Incredible boring game this is.

additron_
additron_ updated their status Jan 24, 2025
additron_ updated their status 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 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.

Sore
Sore updated their status Jan 21, 2024
Sore updated their status 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 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. …

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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
kensho updated their status Jan 26, 2022
kensho updated their status 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 to play it at all.

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

BMO
BMO updated their status Jan 16, 2022
BMO updated their status 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 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.

BMO
BMO updated their status Jan 4, 2022
BMO updated their status 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 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.

BMO
BMO updated their status Jan 1, 2022
BMO updated their status 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 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. …

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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
BMO updated their status Jan 1, 2022
BMO updated their status 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 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.

BMO
BMO updated their status Jan 1, 2022
BMO updated their status 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
BMO updated their status Jan 1, 2022
BMO updated their status 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 gen.

BMO
BMO updated their status Dec 9, 2021
BMO updated their status Dec 9, 2021

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

WardCove
WardCove updated their status Oct 4, 2021
WardCove updated their status 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
Sr.Pascal updated their status Sep 27, 2021
Sr.Pascal updated their status 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 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.

WardCove
WardCove updated their status Sep 26, 2021
WardCove updated their status 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
BMO updated their status Sep 22, 2021
BMO updated their status 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 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 …

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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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