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Thursday, May 5, 2022

Trek To Yomi Review – Slog Through The Afterlife

Reviewed on: PC
Platform: PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC
Publisher: Devolver Digital
Developer: Leonard Menchiari, Flying Wild Hog
Rating: Mature

“Fall seven times, stand up eight,” says Trek to Yomi’s hero, the orphan-turned-samurai Hiroki. The line represents not only his caricature-like perseverance, but something players should take to heart if they want to reach the end of this journey. However, I wasn’t always sure seeing the finish line was worth getting back on my feet. The eye-catching art direction can’t hide the title’s lackluster gameplay, empty characters, predictable story, and antiquated design. Indies are typically fertile soil for fresh ideas and distinct experiences, but Trek to Yomi comes up disappointingly short here, with very few concepts I haven’t seen a dozen times before.

The opening is one of Trek to Yomi’s high notes. Flickering film. Melancholy music. A burning town. I didn’t know where I was and what was going on, but the game had me ready for an old-school, Kurosawa-inspired samurai adventure. The tutorial is cleverly tucked into a sudden flashback scene that transported me to a time when the now-devastated city hummed with life.

I ran through the combat basics with my sensei, Sanjuro, who embodies all the well-worn tropes of the aging samurai and father figure. He helped me master some basic combo-centered techniques tied to my stamina bar. My repertoire eventually grew from humble two-button attacks to more intricate strings of commands, and I added a slew of ranged weapons to my arsenal. However, fighting never changes much from these early moments, and, after just meeting him, my teacher was called away on urgent business.

Introducing pivotal characters, like sensei Sanjuro and his daughter Aiko, in a moment of peace – knowing that soon the city would be in flames – could have been a great way to attach me to them emotionally. However, the five-hour-long game doesn’t take the time to set up any deep connections, relying mainly on implications and backstory included in collectibles’ descriptions. The tranquility is shattered too soon, and I have to fight through an all-too-obvious and uninspiring narrative. Hiroki sets down a worn path of duty and revenge that leads him through the depths of Yomi itself. And the game, like its underworld-exploring protagonist, only descends from here.

Trek to Yomi is a 2D side-scroller, which means exploration and combat both take place on a narrow plane. Whether battling through sunny fields or supernatural swamps, fights consist of enemies awkwardly running into your line of sight, then engaging you. Moment-to-moment gameplay essentially amounts to: Confront groups of enemies, run down a linear path, find collectibles or ammo, beat the boss, repeat. Everything is technically sound, but there’s not a lot to get excited about.

This tedious loop, along with the graphics, put me in mind of a PlayStation 2-era game, with all of the faults and little of the nostalgia. Characters stare off blankly even in dire circumstances, the few in-game choices I had felt mostly unimportant until the very end, and I had to stop off at save points every few minutes. This last issue was particularly galling.

On the one hand, I was happy to find a health-restoring, progress-saving shrine after almost every encounter. On the other, it took me out of the world and had me asking why there were so many conveniently placed structures around, even in the depths of the underworld. Despite the abundance, dying – which I did a lot – was always a chore. Every time I perished, I had to run down the same passage, hear the same dialogue, and defeat the same batch of baddies until I broke through to the next section.  

While it doesn’t wipe away all the flaws, I can’t deny there are shining visual moments where the game captures the cinematic atmosphere that inspired it. Among these is a wonderfully framed scene where I faced an opponent in the middle of a river while flashes of lightning illuminate the stormy sky. Or another, which places me between wind-swept grass dancing in the foreground and a looming torii gate in the background, weaving in and out of ominous, swirling fog.   

Sadly, Trek to Yomi looks and feels noticeably outdated for such an aesthetically pleasing game. And its archaic gameplay can’t be completely covered up by its artistic black-and-white filter. Trek to Yomi tried to reach the heights of lauded Japanese filmmaking, but unfortunately, it falls almost as flat as its 2D combat plane.

Score: 6.75

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Wednesday, May 4, 2022

Nintendo Switch Sports Review – Par For The Course

Reviewed on: Switch
Platform: Switch
Publisher: Nintendo
Developer: Nintendo

Wii Sports and its Resort follow-up were watershed moments for motion-control entertainment. Sports simulators usually underscore realism. And yet Nintendo’s family-centric approach to the genre imbued a selection of competitive activities with accessible interactions, lighthearted art direction, and catchy jingles. Switch Sports attempts to replicate that magic for a contemporary audience with sleek visuals, minigames that feel distinctive but familiar, and avatar customization coupled with ranked multiplayer. Switch Sports is a slam dunk choice for gatherings, but a lack of mechanical depth and repetitive content make the hand-swinging, leg-kicking thrills lamentably short-lived. 

Wii Sports’ infectiously cheery vibe returns as soon as Switch Sports is booted up. A bright color palette and glorious musical crescendos complement the inviting, enthusiastic atmosphere. Humanoid Sportsmates (selectable counterparts to Miis) with customizable cosmetics and the Spocco Square athletic facility parallel the game’s enhanced aesthetic. Each arena boasts futuristic architecture, from platforms above turquoise pools to slick courts with breathtaking views of the city skyline. Switch Sports is undoubtedly eye-catching, but these six mostly vacant zones lose their charm after a few matches. 

 

The same can be said, albeit to a lesser degree, for the events scattered throughout Spocco Square. The offerings are geared toward all age groups and proficiencies – some activities require simple wrist flicks or arm strokes, while others are appropriately complex, melding JoyCon movements with button presses. Tennis and Bowling remain impressively polished; powerful slams and obstacle courses add a welcome challenge to the mix. Volleyball is refreshingly team-oriented, emphasizing clear communication to block, receive, or score. Chambara (Wii Resort’s Swordplay) occasionally suffers from finicky inputs but is a sweaty romp, with most bouts amounting to chaotic, sword-clanging flurries. Badminton is my favorite; the floaty shuttlecock forced me to consider timing and shot combinations, leading to some fantastic comebacks and heartbreaking defeats. Conversely, Soccer’s expansive pitch and grueling stamina wheel meant I spent more time trying to catch up to the ball instead of directly interacting with it. Moreover, the leg strap-reliant “shoot out” mode – kick an incoming ball into the net – staled because it lacked the other sports' strategic intensity and exciting hyperactivity. 

Switch Sports shines brightest in local and global playlists. Competing against loved ones brings ferocity and hilarity in equal measure. Matchmaking with random players leads to exhilarating battles and gifts currency. Every 100 points, I opened gift boxes and received randomized gear, including multicolored tennis rackets, clothes, and emotes, among many other personalized items. Fortunately, these points come in bunches and are guaranteed regardless of the outcome, encouraging me not to lose hope or quit a match early even if a loss was all but decided. While several vanity pieces were unremarkable – monochrome baubles like silver earrings or black glasses – this simple progression system kept me engaged and eager to dive back into the action. Throw in the Pro League, a ranked mode that unlocks after finishing any sport ten times, and the online multiplayer becomes a proving ground for anyone looking to stand above the rest. I enjoyed testing my might against equally dedicated contestants and attempting to outsmart/outplay them in down-to-the-wire rallies.

With a Golf update planned for Fall 2022, it’s safe to assume Nintendo sees Switch Sports as a worthy successor to Wii Sports. And in some ways, it is. A seemingly endless supply of rotating collectible packs and skill-based intensity makes the game’s online multiplayer dynamic. Even classic sports like Bowling and Chambara are improved with elimination rulesets and charge/twin swords, respectively. However, after a few fun-filled hours, I experienced all of Switch Sports’ playable components and occasionally lost interest after long stints of game time. Switch Sports doesn’t step out of Wii Sports’ long shadow, but it’s still a solid runner-up.   

LITERALLY IN A LEAGUE OF YOUR OWN

Switch Sports’ singleplayer is bafflingly hollow. All six events are available, but the reward system is absent. Gratification might come from defeating the CPU on the inconsistent “Strong” or “Powerhouse” difficulties, but don’t expect to receive anything flashy in exchange. As of right now, there are no incentives in place to keep casual players invested in returning to their favorite sports, which is a disservice to a sizeable percentage of the fanbase. 

Score: 7.5

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Tuesday, May 3, 2022

Loot River Review – Pieces Sailing Into Place

Loot River Review indie souls Tetris

Reviewed on: PC
Platform: Xbox Series X/S, Xbox One, PC
Publisher: straka.studio
Developer: straka.studio

Billed as a union between Soulslikes and Tetris, Loot River delivers this intriguing combination with style. Every moment swings between slick puzzle-solving and smooth action. Players should expect to continually die in Loot River’s darkly atmospheric levels, with each death setting you back to square one. However, the thrilling gameplay and rippling pixel art make it hard to resist one more run.

I begin on a raft; a pitiful mattress and discarded junk are scattered around me. I know I am in the Sunken Village, a miserable-looking place with rotting wood decks floating atop murky waters, but not much else. The tone and cryptic story scream Dark Souls, especially when I find a note: “This is no kingdom; it’s a tomb.”

Getting from place to place, no matter the level, requires me to shift around multi-shaped platforms with the right joystick while controlling my character with the left. Navigating through narrow corridors and platform-choked arenas makes me constantly swap from one shape to the next just to find my way through. I was worried this might be unwieldy, but after a few moments of getting adjusted to the controls, it feels instinctual and provides a sense of accomplishment outside of combat. The flowing pixelated waves following in my wake also give the world a wonderfully dynamic feel.

The procedurally generated, block-sliding labyrinths are never the same twice, and the designers also do a great job at ensuring that each level provides a unique challenge. Tiered platforms or traps that set fire to my raft add deeper, and sometimes urgent, layers to the traversal’s problem-solving design. I am often caught off-guard by enemies with unexpected abilities, like the insidious monsters that lock a platform in place until killed.

The unusual movement mechanic lends itself well to the combat. I often charge up an attack, pull up next to an enemy’s raft, and unleash a crushing blow before gliding away untouched or using a magic spell to go temporarily invisible. Besides this, parrying is my go-to strategy. Getting the timing right opens up my opponents to a devastating counterattack which makes me momentarily impervious. It’s incredible how powerful landing that perfect attack feels.

Loot River’s heart-pounding combat and traversal-by-puzzle design are built on a roguelike foundation. I fight my way through creative and distinctive areas until an adversary finally gets the better of me. Then the process starts all over at the first level, with most of my hard-won upgrades lost. Progression doesn’t work like a Souls game, and ditching that expectation early on helped me better enjoy the experience.

It is tempting to equate Knowledge, an in-game currency sometimes dropped by defeated opponents, to Souls from the game’s inspiration. But while I could spend the resource to permanently unlock better gear from specific vendors, I couldn’t use it to upgrade my stats. Leveling depends entirely on the number of enemies defeated in a run, and typically every stat drops back to starting levels upon death. Also, just because I unlocked a new weapon or armor option with my Knowledge didn’t mean I always had access to it. There are some ways to influence what kinds of gear I'd have at the beginning of a run, but getting hard-hitting weapons or stat-boosting accessories mostly came down to what loot monsters dropped or what I could find in chests. It can be a brutal and frustrating cycle, but it is also so satisfying to find a game-changing item early on or perfectly tailor my stats to that run’s needs. Even with this system’s hurdles, I always got sucked back into the fray.

It’s not all doom and struggle, however. Successfully clearing a level or succumbing to an inevitable death brought me back to a tranquil hub called the Sanctuary. The bright environment boasts chirping birds, a healing monument, helpful NPCs, and pettable chickens (which I visited between every mission for good luck). My quest, undying state, and ability to shift the world under my feet are all linked to the relic in this peaceful zone’s center. While a little ambiguous, the narrative is thought-provoking. The characters bound to this miraculous and ominous object ask me to consider the price of its power, even as I happily take advantage of it to continue the looping gameplay.  

It took me a little over six hours to get my first victory screen, but that wasn’t the end of the game. Unlocking everything, uncovering secrets, and piecing together the lore are all a part of the almost inexhaustible experience. It can be acutely irritating to fall victim to a first-level foe after nearly making it to the last boss in the previous run, but the game is hard to put down. Loot River reimagines some of its inspirations' best elements, offering players a chance to sail cleverly through each environment, grow powerful enough to slice up once-impossible threats, and unravel a story that smartly weaves into its gameplay.

Score: 8.5

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