Let me gush about this game for the next 10 minutes. The fact that this is just "very positive" had it sitting in my library for too long, and I am SO MAD I didn't play it sooner. Everything I'll praise I'll caveat by saying that the game seems tailor-made to my tastes, and I get it won't be for everyone. Like for example I see comments criticizing the pacing (I don't have any complaints there). But art is always going to be subjective, and different things will appeal to different people. What isn't subjective is the overwhelming amount of LOVE that is put into every single aspect of this game. This is going to sound cheesy, but while playing I kept getting emotional at the amount of heart and care I felt pouring out from the developers into the game. That is increasingly rare nowadays, and I hope that no matter what the legacy of this game is, the devs can feel proud that they made something that they gave their all to. Ok, corny sentimentality aside, let's get into what makes this game one of the best I've played in years (and I play a lot of games): Story I don't expect a lot from the story of my puzzle-action Zelda-like/Metroidvanias. I'm used to either silent and atmospheric (Hyper Light Drifter, Cocoon), or JRPG-adjacent "get the four crystals" (most Zelda games) schlock. CrossCode is closer to the latter, but only because it's a game-within-a-game - the schlockiness is the story of the game world, and even gets commented on by other characters. The story is a love letter to MMOs at the start, and becomes something much richer and deeper later on. I'd compare it favorably to (and there are spoilers in this comparison) Pantheon , which also happens to be my favorite show of this year. Spoilers for a particular sequence that absolutely blew me away - and I highly recommend you don't spoiler yourself for this: the sequence break during the raid that sends you to the Vermilion Wasteland blew my mind. Fully one of those "I didn't know a game could do that" moments - my jaw was on the floor. The fact that the devs were willing to tease you with this big boss, and then rip it away and send you on this narrative-heavy sequence outside the main game, showed that they had so much trust in their players to see the story through and not get upset. Let's talk about the characters: for the most part character work is light and campy, but it makes sense because the stakes are very different for most characters, versus for Lea. And Lea - WOW is she amazing. I have never seen a more expressive and personality-filled silent protagonist, and I have especially never seen a protagonist where their silence is diagetic AND an obstacle AND a plot point AND handled by their friends in such a beautiful way. Lea's story alone is worth the price of admission. Combat Probably my most controversial take, but I really really loved the combat - but I am a sucker for top down action. I appreciated that you have the option to specialize into ranged or melee combat, since I suck at aiming with a controller. However, being able to seamlessly blend both grows in importance throughout the game, so I could actually feel myself getting more skilled in real time along with Lea. The best part is the enemy variety, with each enemy having its own attack patterns and ways to stun it that you have to learn. A slight criticism here - playing to enemy weaknesses tends to be more important than playing to your strengths, so I found that my "build" was less important than it could have been. Still, as primarily a puzzle enjoyer, I liked that the combat played out like a series of puzzles rather than a tight test of skills or reflexes. I could see criticizing the difficulty (i.e. it's too easy), but I beat most bosses on my 3rd or 4th try, and that's exactly my sweet spot. Soulslike fans, or even fans of something like Tunic, will probably sweep everything no problem. Sidenote, but I especially loved how your friends join you in combat. It means you get to see how the other classes in the game-within-a-game work, even though you can't play them yourself, and really immersse you in the feel of partying up in an MMO. Puzzles Masterfully done. Each new mechanic tutorializes itself, there are "aha" moments galore, the mechanics never overstay their welcome, but also nothing is one-and-done. The creativity on display here is what I'd expect from a long running series (e.g. Zelda) that's done everything and is digging deep for fresh ideas, not a brand-new indie studio. I personally didn't feel that any dungeon overstayed its welcome, and solving most puzzles creates a little shortcut so you don't have to do it again when revisiting dungeons to pick up missed loot. On top of typical Zelda-like puzzle box dungeons, I'm also a big fan of the environmental hidden path puzzle. Although admittedly frustrating at times, most of them are obviously optional challenges, so only a true completionist is going to have a bad time. On the other hand, they make the verticality of the maps stand out in a way that can sometimes suffer in this art style, and in my opinion make you really look at the environments instead of just rushing from battle to battle. This is important, because... Artstyle The game is beautiful. The character portraits are packed with emotion and personality. The enemies are varied and expressive. The particle effects and special attacks are awesome without cluttering the screen. Bosses are big and badass. And the maps and environments are the icing on the cake. Your typical forest-mountain-desert-jungle RPG quadfecta is here, but that's the wink-wink-nudge-nudge schlock. The cyberpunk city in the middle of the jungle though? The wasteland? The hub town that feels alive with players and cars zooming around? The neon bamboo forest? Wow. Luckily, I think the Steam images do some justice here. Everything is so detailed and varied - I just kept thinking, how much time did the pixel artists spend on this??? UI/Systems This is where I really felt the care in every detail. Skill trees, crafting system, quest log, inventory management - a lot of indie games would cheap out in some of these areas, if not all of them. But in every aspect where I would expect a small team like this to cut corners, these devs just... don't. Menus are a breeze to navigate, and look great. There is always enough information on screen. There's a bestiary with drop percentages, locations, and little funny quips. There are lore dumps if you want them. There are quest summaries so if you're coming back after a break, you can catch up on the story so far. I know these things sound small, but they add up - I kept encountering things that would make me think "this didn't have to be here, but someone cared enough to make it." Speaking of which, the wiki for this game is unmatched for an indie title like this. I don't know if this is also the devs putting in more work, or just a really dedicated fan community, but to me a good wiki is a mark of a great project. Conclusion Look, I can't promise you'll like this game. I see lots of negative reviews that criticize things that, to me, are positives (length, sidequests, pacing, story). But if any of this review resonates with you, I strongly encourage you to pick this up and give it a go. This isn't just a good game under $20 - I'd consider it in my top 5 of the past decade. Lastly, I just want to express my deepest gratitude to the devs for making this thing that feels almost custom-fit for me. I don't usually write reviews, but I feel so strongly about what you've made here that I want to add my thumb up to the pile and hopefully get you that "overwhelmingly positive" someday. And when your next game releases, even if it's only got a fraction of the passion and care this one has (which seems unlikely), I'll be first in line to play it.
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