As someone who played Rabi-Ribi first and approached TEVI with an open mind, my thoughts on the game overall are mixed. This review will cover both the positives and negatives I experienced playing this game. While there are aspects I didn’t enjoy, I still think the game is worth playing. I won’t spoil the story, but I will touch on some gameplay mechanics that some players might prefer to discover on their own. The bad 1) Sigils While the sigils should provide a lot more complexity and accommodate for more playstyles than the badges of Rabi-Ribi, I feel as if the sigil system suffers from the bloated amount of them. There are currently 257 sigils in the game at the time of writing, and while the large selection can be nice, a lot of the sigils begin to start blending together as many fill similar roles. Since the sigils themselves make up a large portion of the collectibles you find in the game, I find that more often than not the sigils feel unrewarding compared to progressive movement abilities and stat upgrades through potions. It also doesn’t help that there are limited sorting options to find them, and while you can filter them via sigils that impact melee or range for example, it would be better if you could also search them up by name or maybe even favorite them to easily remember which sigils you want in your build incase you make another loadout. 2) Story I will briefly go over the story, as I think the story is overall better than Rabi-Ribi, as it’s able to go into depth with the main cast of characters and tell a unique story with many twists and turns to keep it engaging. However I do think that the story suffers from bloated dialogue. A lot of the dialogue can take a long time to get through, and the game would definitely benefit from also doing the “show don’t tell” method of story telling to not have all these drawn out cutscenes that impact the overall pacing of the game. I do like how the game uses Tevi's Notebook to go into depth on certain topics, and I feel like it could have been cool to discover new enteries or pages through exploration to minimize the bloat in the main part of the story. 3) Bosses This section is a bit subjective, but in general I think the overall boss design takes a step back in this game compared to Rabi-Ribi. My main gripe with the bosses (at least on the higher difficulties like Expert/Infernal BBQ) is that the fights last a very long time. On average, most boss fights can be up to at least 7 minutes long due to how much health they are given, and while Rabi-Ribi has long boss fights as well, they are much more sparse with them. The game is overall easier comparatively to Rabi-Ribi due to crafting where you can hold multiple healing items to help in battle and the core expansion mechanic to negate certain bullets and make dodging easier and less punishing. And while I did both of my expert and infernal bbq playthroughs without using any healing items during the boss battles, the main thing that stuck out while fighting the bosses was the excessive duration of each boss fight and the inconsistent level of difficulty between the bosses. The main thing that contributes to this though is the fact that the bosses in TEVI do not scale to your item percentage like in Rabi-Ribi. This means that depending on how much you have collected, you will either have an easier time or harder time, which makes it so the order of bosses you would fight in a normal run has an inconsistent level of difficulty with random difficulty spikes. While you can enable potion scaling as a custom game setting, it’s not something that is present in the regular way the game recommends you to play. 4) Game Linearity TEVI is much more linear/hand holdy than Rabi-Ribi, which comes with its own downsides. I do acknowledge there are custom game settings that give you more free roaming abilities, however I am judging the game based on the normal way you play it (or the way the game tells you to play your first playthrough). Some key movement items are gated behind the story which can make exploring locations and collecting items in the early game a lot more tedious. This wouldn’t be a super big issue if some of the key movement items could be found in areas not tied to important plot points, but most of the major ones like wall jump, double jump, and slide are tied to the story, and while you could rush those areas before you start trying to find all items in this game, neglecting to explore a decent amount might make your stats underleveled and make some of the bosses harder to fight. I do think the free roam custom mode should be more integrated into the standard experience, as I feel this game would have benefited with being able to explore any area you want granted you know how to get there, as well as include the reverse wall-jump tech from Rabi-Ribi in the standard mode too. You could even block off important story related sections like how Rabi-Ribi does it if you don’t want players to progress too far without certain items. The Good While the review so far has been negative, there are some things I genuinely liked about TEVI, and I will list them below: - Having all the main characters and antagonists fully voiced by talented JP voice actors - Crafting is interesting and intuitive - The music is great - The variety of locations and their distinctive designs from one another - Money and progressive upgrades are found by detonating zenny rocks or gems which incentives exploration - Pixel art is beautiful, though may not be everyone’s cup of tea - The character design is great, and the CGs are beautiful too - The colosseum for boss rush and the circus update both add great post-game content to try out and have fun with - Rabi-Ribi reference in the form of “Rabi-Smash” (I had to lol) - All characters are standout and have their own unique things about them Conclusion While I don’t dislike TEVI, it feels like for every step forward, there’s another two steps backward. On paper, the game improves on Rabi-Ribi in several areas, but in practice, many of these systems feel overcomplicated or underwhelming due to the sense of scale TEVI has. The gameplay was what gave me mixed feelings about this game the most, as I feel like compared to Rabi-Ribi it misses the mark in so many areas from boss design, to overall combat feel, and how hand holdy it feels despite being a metroidvania. I still think the game is good, and the team did a wonderful job iterating on old and new ideas to make the game stand out from its predacessor Rabi-Ribi, but I think that some design decisions that were made left me with mixed feelings upon completing what the game has to offer. With that said though, I still can't wait for when the DLC CreSpirit is working on for TEVI comes out!
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