Overview GREAK: Memories of Azure is a simplistic, 2D Puzzle Platformer in which you assume control of Greak (and eventually his two siblings), members of a race of humanoids called Courines who live in a country called Azure. The nation of Azure is decaying under a plague that is giving rise to an existentially threatening race called the Urlags. In the game, you’ll maneuver Greak and his kin in various ways to help the remaining Courines escape Azure and resettle their race elsewhere. You’ll do so by navigating a small handful of different biomes, slicing, shooting, jumping and puzzle solving to both assist fellow Courines in finding closure before departing their homeland, and also assist the entire remaining Courine race by finding “fuel” for their vehicle of escape – a giant airship. Gameplay As a 2D Puzzle Platformer with light combat mechanics, you’re likely already very familiar with the way GREAK plays and the things you can do within it. What GREAK brings to the table that is different, however, is the ability to swap between controlling multiple companions with the push of a button – allowing for access to different abilities to help solve the myriad of environmental puzzles the game will place before you. It’s a clever idea on paper – each character has a unique weight and unique skillset that makes them play mostly differently. Greak embodies the traditional rogue archetype, with a dodge roll (that includes i-frames) that makes him exceptionally nimble. His small size allows him to squeeze into narrow corridors. His sister and the group’s mage, Adara, can’t fit into those same corridors, but she can hold her breath much longer than Greak, making her adept whenever water is present. The eldest sibling, Reydel, is weighed down by his armor and thus cannot swim, but as a result, can take more hits than his kin. His grapple allows him aerial traversal that neither other sibling has, and his shield turns him into the paladin archetype. Unfortunately, the idea doesn’t carry off the paper into real life. In practice, the act of swapping between three characters to do the same task three times plays out as mostly monotonous. All three units can move in tandem with each other, but it’s often so difficult to do successfully that you end up splitting them and going one by one. This essentially results in you doing everything twice, or worse – three times. Some characters are better suited for combat than others, so rather than finding unique ways to space your units and solve combat problems as a group, you end up going ahead with one character, killing the bad guys, then doubling back to get the sibling that you left standing at the doorway (I beat the game’s final boss this way, just because it was easier…). The same can be said for puzzles or platforming segments – they’re just easier to accomplish one at a time or, in the case of most, require you move through the space one at a time anyway, so you have to do the puzzle or complete the platforming challenge twice. Don’t think I’m being too critical – GREAK’s gameplay is mostly smooth, intuitive and enjoyable. Exploring Azure, dispatching plague-beguiled baddies and solving puzzles was a good time, but it becomes tedious when you have to do it twice in quick succession. Backtracking is something we often criticize games for, but this is backtracking 2.0 in a sense, where you’re required to retread the same ground instantly as soon as you’ve finished treading it once. Narrative & Thematics At the top of the review, I called GREAK simplistic, and that extends to its story and themes. At a run time of just 7-9 hours, GREAK only leaves room for a straightforward, one-dimensional tale – and I’m actually not going to fault it for that. GREAK’s narrative is tight and concise, just like its runtime. Find your siblings, power the airship to escape Azure – it’s actually as simple as that. Along the way are some sidequests that attempt to shine a light on the smaller, more intimate stories of the Courine people. These are just as basic as the main narrative, but at least give you something else to be on the lookout for and accomplish as you traverse each new biome. I expected the story of sibling reunion to have a stronger payoff, but once the group is reunited, the game turns its attention solely to the larger narrative – that of the dying countryside and the plague that encroaches all Courine life. I wanted GREAK to do more, or say something about its existentialism and nomadic-ness, but strangely, I’m not mad that it didn’t. The story is elementary, bookended, and easy to follow and get behind. It’s clear, never gets in its own way and is very accessible. Maybe it doesn’t try and be anything special, but maybe it doesn’t have to. Visuals, Art Design, Audio This is where GREAK really shines. The game’s art direction is pleasing, endearing and cohesive throughout. Biomes are colorful, but never saturated, lending to the decaying state of Azure while still conveying its once-breathtaking natural beauty. Colors, lighting effects, shading and hues all mix to create something that’s both thrilling and somber, adventurous and foreboding. The cartoonish style of the cast keeps the game feeling light, fanciful and low-stakes despite its comparatively high-stakes story. Their minimalistic designs also work well in tandem with the overall simplicity of the experience that is GREAK. More powerful than all of that, however, is the game’s audio design, which really cemented the game’s worldbuilding and tone. More often than not, GREAK silences its own soundtrack in favor of quiet ambiance. The sound effects cascade along each biome, conveying a loneliness that is surrounded by only nature in all its unfettered purity. Rushing waterfalls, chirping crickets, ribbiting frogs, rustling trees, howling wind and pattering rain make for a cozy experience, which comes as a cherry on top for a game that is so committed to staying within its simple bounds. These things sound basic, but they really shine. When they take a back seat, a perfectly minimalist, yet still epic, medieval-styled soundtrack hums and crescendos at all the right moments. The balance between ambiance and music is deftly struck here, and it’s one of the game’s strongest assets. Conclusion I usually have an additional section in my reviews labeled “Other” for when something needs to be addressed but doesn’t quite fit in any of the other categories. You won’t find that here because there’s not much more to say about GREAK… because there’s not much more to GREAK in the first place. While its control three characters gameplay mechanic is interesting, it doesn’t do anything revolutionary. And not doing anything revolutionary is certainly a phrase you could use to describe the rest of the game’s story, environments, puzzles, combat, dungeons, challenges, etc. They’re all there, and they’re really nice! But they’re not particularly special in any way. GREAK never reaches for lofty heights and instead embraces what it is – a fun 7-hour romp with a nice aesthetic and a cute gameplay gimmick. And that’s ok sometimes.
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