Flynn: Son of Crimson The game doesn’t know what it wants to be Review after 100% completion on Hard. It is a long-read with some minor spoilers. TL;DR – the game is decent, although has numerous rough edges. I have discovered this game by accident, searching for some action-adventures or platformers. The 84% positive score and the compelling screenshots nudged me into buying it, despite the game having just above 300 reviews. Hey, at the end of the day, if the game is truly good, but isn’t known to wider audience, I more often than not consider such game to be a hidden gem. Was Flynn: Son of Crimson a hidden gem? Let’s find out! First and foremost the game has a very lovely and detailed art-style: every locations has several visual layers to it, the enemies, NPCs and objects are animated masterfully and the colour palette overall suits the game tone. The music is fine. Nothing too Impressive, but not awful by any means. It’s just somewhat generic but serves the need nonetheless. Given that this is an indie game, there are no voiceovers. Most of the time I played while listening to some Youtube content creators. Now, let’s talk about the gameplay itself. The start of our journey is pretty archetypical – a young orphan boy from a small village sets on a quest to cure his doggo, and to save the world as a bonus. The world of Rosantica is separated into locations, to which you earn access by beating the previous locations. The locations themselves are divided into several levels (usually 5-6 levels per locations. No, levels do not equal screens). Each level leads to another one, until you beat the whole location. The levels feature some light platforming elements as well as different types of enemies. The whole experience is quite linear, although some levels in certain locations may have an additional exit via locked door. In those cases you need to acquire the unique key, by completing a certain side-quest (which is always a part of the main one) or by defeating a boss. The biomes’ uniqueness as well as the enemies’ variety are quite decent: you’ve got classical forests, snow mountains, deserts as well as a couple of other more unique landscapes. The enemies differ by models as well as by some smart and tasteful reskins that add some extra combat flavor. Sure, not all enemies are equally well designed or particularly fun to fight against, but overall they do provide the necessary challenge and complement their respective biomes and the game as a whole. The game features 3 distinct weapons with their own fighting styles, strengths and weaknesses. Some enemies require you to use certain weapon to defeat them or to strip away their protection. Purchasing and unlocking different combos may further improve every fighting style. You gain the local currency by defeating enemies, breaking red crystals scattered around the levels and by completing arena challenges. Combos or special attacks consume some amount of your “combo meter”, which you accumulate by hitting enemies. There are also 3 types of elemental spells: lightning, ice and fire. There is also a unique Crimson spell that you get in the beginning, which is basically a fireball without an “oomph”. Each biome has some unique interactions usually with one specific magic type: melting the ice cubes, freezing the water or electrocuting electric enemies to “discharge” them and such. In general, I enjoyed the game, especially the visuals, the combat mechanics and the boss battles. The fight with the final boss, featuring all of the previously defeated bosses as temporary helpers was unique and very refreshing. I can’t recall another game ever doing this. The Easter-egg location with the wall full of names of developers on it was also a nice and cool thing. And here I would like to list some of my perplexities about the cohesiveness of the game and the synergy of its elements, that often left me puzzled. You have souls-like mechanic of losing your currency on death, although here you permanently lose a fixed 5% of your total currency amount, unlike in Dark Souls, where you lose 100%, but have and ability to pick all of the souls back. And even though this might appear a miniscule amount, given how often you would die on Hard it will soon become very tiresome. The game also explores metroidvania-lite genre, but ultimately fails due to lack of unlocking abilities, that allow you to enter locations hidden behind some obstacle. The platforming is fine, it’s not bad by any means but it’s also consistently below platforming in dedicated games. The combat is where the game shines, due to the good amount of animations and special strikes. However, while playing on Hard I couldn’t but notice that the enemies take a bit too much time to kill, even when I was utilizing all of my appropriate arsenal, and even when Flynn’s health, damage and powers were decently upgraded. The game isn’t really built for Hard, especially it is shown in the 2nd phase of the last boss, who had like 50% more health than he should have gotten. The health and health restoration deserve their separate section. On Hard every enemy strike deals 2 HP. At the beginning of the game, you have a total of 3 HP. And you don’t get the ability to heal until a couple of locations further. When you finally do get that ability, it is initially limited to 3 uses, when it is fully charged. Each use restores 2 HP and there are no ability to increase the amount of HP restored. And every time you press a button to restore HP, Flynn stops for a about 1,5 seconds to do so. In order to refill your “estus flasks” you need to break special green crystals, which contain some of that rejuvenating energy. These crystals are also scattered around levels like the red ones. And now one of the biggest inconveniences/poorly designed game decisions in the game – you start every location with exactly one “estus flask”. They do not refill automatically once you have beaten all the levels in a certain location. However, if you choose to enter one of the challenge arenas, which you discover along the way, you will get an instant refill of all available “flasks”. Another example of a gameplay crutch and lack of planning or testing. Moreover, if you let’s say start a location with all of your “flasks” ready, but Flynn happen to lose all of his HP in one of the levels, you will automatically restart the said level with full health but only 1 “flask”. I would like to emphasize a little more the shaky attempt into metroidvania-lite genre. Some exits or areas of certain locations are inaccessible to the player. Do you need to discover some additional magic spell? Or will you get another weapon, that will help you with that? No and no – you will acquire a special ability while completing some level in a certain location, when the game is like 80% completed, and it’s tied to access to the final boss biome. Speaking about gimmicks – your magical doggo, Dex. She was marketed through the screenshots as an integral part of the gameplay, which you can ride into the battle and fight enemies. In reality, she is weakened according to the plot narrative for the first like 50% of the game, and for the rest 50% she is a pure gimmick that you can only summon in special altars, which are located in designated levels of a handful few locations. The other gimmick that also bamboozled me into thinking this is an additional game mechanic is the magic leaf that was given to Flynn by some random NPC in some desert level. The magic leaf granted Flynn an ability to glide over the air. The gliding level was ok, but what surprised and disappointed me, was the fact, that this same random NPC appears right at the end of that same level to take back the magic leaf. What? Why? Given all aforementioned, it is a bitter 7,75/10, which could have been more. Recommend.
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