4.6 hours played
Written 7 days ago
a lot to say about this one...
the positives:
- it's stunning. from start to finish, no notes.
- the music is also good.
- i won't spoil what they are, but during fall and winter, the mechanics get really enjoyable and creative, whether we're talking about the designs for the fights/enemies or the platforming mechanics.
- the story is very straightforward (given what's going on in the world right now, it's not difficult to understand what the game is trying to tell you; the enemies being inspired by no face from studio ghibli also leaves little room for doubt. this game is about living in harmony with nature) but the simplicity suits this format perfectly.
- i loved the horror elements to the atmosphere and design! this is something you won't find in GRIS.
- the ending is really moving: i loved that despite the game being about cycles (something that going from season to season also makes clear), it's hopeful at its core.
the negatives:
- summer (the first part) feels really lacking in comparison to the rest of the game. i understand that it's because we're introducing the world and mechanics but it's still way too lacking: a big part of it is spent simply running through the (beautiful, granted) map with neva, and when puzzles and enemies show up, there's barely anything. it's not very compelling at all. i get that making the fights interesting is difficult at that stage of the game (since a lot of it is carried by neva's abilities evolving) but they could have added some puzzles and platforming to make it interesting... even if neva can't follow as a pup, having been separated for a time and/or or finding ways to reunite with her would do the trick. and even in the later part, it's not fun because all of the mechanics remain very basic.
- same for spring at the end of the game, it feels way too short and the ending comes about abruptly. i wish we were able to enjoy that season more.
- it's clear that this game is meant to be an entirely different thing from GRIS, but at the same time, it's very clearly still connected design-wise: you'll find the same archways, most noteably, that any GRIS player will remember. and this is where it gets tricky, because Neva has strengths that GRIS doesn't, but it also feels a lot less cohesive than GRIS. it tries to do cozy but also challenging but also fights--something about it ends up feeling unbalanced. it makes the game design feel a lot less genuine than GRIS, because some of it seems to have been put there "because we know it works", something like that? and like i said the immersion into the world doesn't always work very well. it feels connected to that. sometimes you feel like you go through the environment rather than being an active part of it, which doesn't do the story any favors, since you're meant to be in harmony with your environment and constantly helping it heal.
- from a technical standpoint, i didn't love that chase scenes didn't have an automatic save point somewhere in the middle, but that's very minor.
neutral:
- i played nearly the whole game on story mode because i'm not a very good gamer and i play to sweat over platforming and to soak in the story and atmosphere, not to suffer through fights dozens of times. personal preference. cannot speak on how hard the fights were if you decide to play this the other way.
- the flowers you collect for that one specific achievement... only got very few of them. some of them, i genuinely didn't even see how you were supposed to go about reaching them. but hey, i'm not a completionist, so i'm aware that aspect of the game isn't made for me anyway and that it being hard (sometimes really hard, perhaps...) is the point.
in conclusion: it's a good game and i do recommend it. loved running around with my wolf spirit best friend. i hope this studio makes a cat game next