This is a *good* metroidvania but it's tragic how easily this could've been a *great* metroidvania and it just, isn't. Like, I think the writing is fantastic pretty much the entire way through, the way it becomes obvious both Luca and Rhem are victims of a toxic codependent relationship with someone who doesn't respect them at all & seeing how they both deal with that, the way they bond over it even as they fight, it's compelling stuff and generally every important character feels fleshed out. The lore's solid too though admittedly, despite the everything of it all, kind of in the background of the central conflict. Three year timeskips at the start of the game will do that. And the combat is generally great, too. Lots of weight and impact, a variety of weapons and subweapons, fast-paced and parry-centric but the parry is surprisingly generous. Boss fights tend to be pretty fun, even normal enemies - for as low as variety is, feel like I'd seen every enemy type by the halfway point and kinda got tired of fighting the same mooks over and over by the end but ehh. It just -feels- good and isn't overly difficult or punishing, and that's really all I want out of a metroidvania combat system. But I sort of wonder why this was a metroidvania because... aough, that aspect of the game is where all of its faults lie. The map tends to be not detailed enough, for one, lots of places where the map won't show a wall dividing a room and it's obnoxious. The powerup system is awful, you have to go to one or two specific NPCs to actually get any upgrades and you can get as far as like halfway through the game before being able to upgrade your health or potions at all - which I'm sure leads to early game roughness for a lot of players - and it makes finding anything out on the field mostly worthless because you can't do anything with it until you trawl all the way back to that specific NPC, and the fast travel points are fairly sparse for the mid-sized metroidvania this is so most things involve a bit too much hoofin' it. The economy is also just generally atrocious, I tended to fight most things I came across, rarely ever lost any money on my dark souls corpse (I lost like 30 once and it was on purpose because it was in a super annoying place I didn't feel like backtracking to) and I still had to do a huge chunk of grinding against the most profitable enemies I could find to afford a bunch of stuff in the shops - and I didn't even get everything by the end anyways! Much less how much it costs to add charm notches to your weapons, which I never did past two slots for anything because I wanted to save my money for other things. It would genuinely take hours and hours of grinding to be able to afford everything and that's the sign of an unbalanced game economy. But honestly the worst part of the game is just. The movement, the level design, the actual act of moving about in between fights just never feels good. Everything is a little too stiff for platforming to ever feel fluid, a lot of the abilities you get feel... weird, the grappling hook feels weird, the wall run feels weird, the bizarro air dash feels especially weird - double tap to engage it? Bwuh? And the level design both feels incredibly clunky -and- loves to mix obnoxious enemies into the middle of platforming gauntlets in a way that doesn't feel natural. The rusted dockyard felt the most egregious in this regards but it's present in most areas of the game to some extent and it was the aspect of the game that left me most frustrated. Also, for as fun as the combat is... everything feels way way too tanky for no real reason. There's almost no way to get more powerful attacks save for like one or two charms so there's no sense of power creep, and I suspect this is because you're fighting the same enemies the whole game, but it makes retreading old areas as much of a slog as visiting them the first time was since - again, tanky enemies mixed in with awkward platforming that often mandates you get rid of them before you actually do the platforming. The flying enemies especially are all egregiously tanky for no good reason. The big skull enemies are an abomination. Who greenlit that. A big no-no the game also runs into a lot is letting players get super deep into an area only to brickwall them because they don't have the right key or ability and forces you to backtrack through a linear area to go back to the path you're actually supposed to take - at least one instance of this was just because it was a one-way door I was supposed to come through from the other side but like... then why let me get that far? Just feels like my time's being wasted. A well-designed metroidvania would've put the one-way door at the start of the path, not halfway through. And the game has an obsession with ladders, which, frankly, no video game should ever be implementing ladders. if you have implemented ladders you have done something wrong in your level design process. Climbing ladders is, shockingly, not fun. You can at least jump up them here - and I always did - but at the point, like... why am I not just jumping up platforms instead? It's more fun and it's faster. I do not see the reason for this. There's also, occasionally, unparryable attacks that bosses and only bosses can do that are communicated in a really hard-to-see way (or sometimes not at all - I found myself confused as to why I was taking damage to attacks that didn't look like the rainbow flash most other attacks had on more than a few occasions. I feel like the game didn't do enough to introduce these attacks properly and frankly for how rare they are outside of bosses I don't know why they're in the game at all. The funniest failing of this game is that it also is, like, completely broken, and by one single item - the glasses need a nerf because they are just, unacceptably powerful. The timing window is, for some reason, even longer than the parry, it doesn't cost any charge -unless- you counter successfully so you can basically just spam it, it does BONKERS damage, nothing else in the game even comes close, and because of how pitifully easy it is to get your charge back in this game, you can basically use it indefinitely since bosses and enemies are likely gonna get stunned after 2 or 3 counters. It is. So unbelievably strong and very little in the game save for the aforementioned nonparryable attacks say "no" to it, I genuinely feel like nobody tested this thing for balance. I saw a lot of people saying this game was too hard and I'm like "man I wonder if it would be had I not found this thing incredibly early into the game" 'cause I found it way too easy, haha. One-tried most story bosses after I got the glasses and none of the optional bosses posed all that much of a threat save for the terrible three brothers fight. Ultimately, it's a death by a thousand cuts where like, yeah, maybe one or two of these issues would be excusable, but they pile up so much that by the end I was more than ready to be done and didn't even bother going for 100% - there's no in-game help to find what you've missed despite there being achievements for it and I'd have to spend hours staring at a map to find everything I'd missed and that just, doesn't sound fun, man. Especially for no real payoff. I'm giving this a positive review anyways because like, even with all of the above issues... I still did have a good bit of fun, I liked the story, it generally kept me playing, but I can't help but think that a linear romp through the city that focused more on the story would've been a better version of this game than the one we got. Wouldn't have fixed everything, there's still other issues that need addressing, but rarely have I seen a metroidvania so handicapped by its own format like this one, and that kinda just sucks because it's clear how much love went into it.
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