Ereban: Shadow Legacy Review - Way Of Shadow

Ereban: Shadow Legacy Review – Way Of Shadow

In what feels like a spiritual successor to 2016’s Aragami, Ereban: Shadow Legacy transforms you into a deadly shadow that can become one with the darkness–the ultimate stealth operative. The game doesn’t quite deliver the necessary challenge to make for a successful stealth game, however, as the first trick you learn will get you through the entire game without a hitch. It does far better on the platforming front, and though its cast of characters could have used some fleshing out, the futuristic sci-fi world they inhabit is cultivated with colorful sights and intriguing snippets of lore.

As its name implies, Shadow Legacy’s main gimmick is its use of shadows. You play as Ayana, the last of the titular Ereban, a people who possess the innate ability to become one with and manipulate shadows. Using her shadow merge ability, Ayana can sink into shadows to creep past enemies, slink up walls, and dispose of bodies, encouraging you to stick to the shadows where your toolbelt is at its strongest. Alongside these shadow abilities, Ayana has an assortment of advanced gadgets–some are always useful like a recon pulse that marks enemies and items through walls, while others are more situational like mines that stun targets–which work regardless of the lighting situation.

Light is Ayana’s enemy–you don’t want to stay in it for too long.

I initially thought that this would present plenty of opportunities and strategies to sneak past enemies, most of whom will take out Ayana in a single hit. There’s a healthy variety of foes who want to take her down–standard enemies don’t pose much threat beyond the flashlight they carry to take away your darkness, but the more adept snipers can spot you from afar and the stealthy droids who can go invisible can ruin your day if you’re not taking time to look for the telltale shimmer. And then there are the human enemies who present a moral quandary rather than a gameplay one–while the mechanical droid-like enemies that dominate each level can be killed with impunity, murdering the living and breathing human workers will negatively impact Ayana’s morality and others’ perception of her (which I’ll touch on a bit more later).

Unfortunately, Ayana’s natural ability to merge into the shadows and traverse unseen is very powerful–so powerful, in fact, that you don’t really need to rely on anything else. The enemies aren’t very smart either, so they’re easy to avoid even if you solely rely on shadow merge. This means that it’s actually quite easy to go through the entire game without being seen or resorting to lethally cutting down humans, making for a stealth game that doesn’t quite give you enough opposition to challenge you to think critically when it comes to circumnavigating a threat. There aren’t any difficulty settings to make the enemies smarter or more plentiful either–though you can adjust how many environmental guides show up in each level (purple lamps or purple paint that point you in the general direction you have to go, for example).

It’s pretty easy to get past guards when you can move along walls.

Shadow Legacy teases you with a tantalizing view of what it could be in its third chapter, briefly breaking free from its otherwise linear stealth levels to give you a playground in which you can tackle an assortment of missions in any order within an open area. Within this open space, you have more of a choice in how you approach each assignment instead of being funneled through a more linear challenge. Mistakes have a more drastic impact because you’re not moving from one area to the next–it’s all one big connected location, where your actions can snowball into unintended effects. Ayana’s assortment of abilities and gadgets also have way more utility in this level. The binoculars used for scouting and mapping enemy movements are way more valuable in a giant open space than in an enclosed laboratory or city street, for instance. The game never opts for this format again, however, and in doing so it leaves me wishing for what might have been.

To the game’s credit, the back half of Shadow Legacy has some creative set pieces from a platforming standpoint, with one section in particular that I adored for how well it challenged and encouraged me to utilize all I had learned up to that point in one fast-paced gauntlet. Shadow merge can be used to eject out of shadows to make otherwise impossible jumps or interact with the environment to solve simple riddles–skills that apply to challenges that steadily get more complex as the game goes on. Even if Shadow Legacy falls short of being a great stealth game, it’s a good platformer. The environmental elements create an assortment of shadows–some oddly shaped, others that move, and still more that can be altered–and figuring out how to reach an out-of-the-way platform is sometimes a puzzle within itself, made trickier and more rewarding to solve given the stamina meter tied to Ayana’s shadow merge. Not only do you have to figure out which shadows to move or follow or jump between, but you also usually have to do it in a timely manner.

Character development feels rushed in Shadow Legacy, especially when it comes to the supporting cast.

In service of these platforming challenges, Shadow Legacy features a colorful diversity of locales, ranging from an outpost in the desert to an autonomous factory. My favorite is an urban street that hints at the human life that once populated it, now devoid of any movement save for the autonomous drones that patrol the streets and promise that this is for the best. Sporadic graffiti and text logs hint at the growing loss of autonomy among the human citizens leading up to the corporate takeover that promised everyone a better life. It’s such an eerie level, framed against the setting sun that’s causing the street to slowly be encroached by shadow. It feels fitting that Ayana uses those same shadows to sneak her way past the guards searching for her, paralleling how the oppressive regime’s efforts can’t stop the resistance–they squeezed so much life out of this one city block that now there’s no living soul to report Ayana to the authorities, just dumb, easily-fooled machines.

Guiding Ayana through these challenges is a story that never quite gets room to breathe. Initially trapped by an AI-controlled entity hellbent on using her powers for some unknown purpose, Ayana finds herself quickly working with the resistance seeking to free themselves from corporate tyranny. Ayana is hesitant to work with them, having heard they’re nothing more than terrorists but agrees to use her unique skillset to help on the condition that the group gives her everything they know about the Ereban people. There are some interesting, albeit familiar, narrative themes here, but Shadow Legacy rushes through them–Ayana buys into the resistance’s cause remarkably quickly, for example, despite being given no catalyst to do so.

This is my favorite area in the game. It’s so beautiful and yet so eerie.

In the game’s third chapter, Ayana is warned to spare humans so as to help alleviate the accusations that the members of the resistance are terrorists. This is the game’s morality system, shifting the coloring of Ayana’s design toward shining white or sinister purple depending on how bloodthirsty you play her. As far as I can tell, the ramifications of this only impact one small moment in the final level of the game–it’s not much of a narrative payoff.

At certain points in the story, Ayana can upgrade her shadow powers and you have a choice of whether to unlock new branches on one of two skill trees. One branch leans toward non-lethal abilities, like cushioning your footsteps, while the other opts for skills that make you a better killer, like making it easier to hide bodies so your deeds aren’t discovered. This creates some fun replayability as it’s impossible to fully unlock both branches in a single playthrough, but, again, shadow merge is just too strong. The new powers are cool, but I never had to use them, as shadow merge makes it fairly easy to sneak through a level without being spotted. Granted, I opted for a nonlethal run. It’s possible that if I had aimed for a playthrough where I killed everything that moved, I’d have needed to rely on more of the powers that hide bodies or kill multiple enemies at a time in order to not alert guards that something was wrong.

Ereban: Shadow Legacy sits in a weird place for me. As a stealth game, it rarely challenged me, reducing protagonist Ayana into a one-trick pony that could sneak past any target with the same shadow merge skill every time. But as a platformer, Shadow Legacy incorporates some entertaining puzzles that grow increasingly complex and rewarding to overcome. I never quite managed to connect to Ayana’s journey against the autonomous overlords planning to doom an entire civilization, but I had a lot of fun slinking up walls and exploding out of the darkness, striving to time my jumps with the movement of a windmill and the rotating shadow it was casting. Those nail-biting moments are the ones that stuck with me, not the dozenth time I slunk past an unsuspecting droid.

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Indika Review – The Devil Makes Three

Indika is a hard game to define. It looks like a horror game, but it’s not scary–at least not in the conventional sense. It plays like a third-person puzzle game, but most of the puzzles don’t require much thought. What Indika definitely is, however, is a fascinating psychological examination of faith and doubt that’s supported by remarkable visuals and mature writing. Occasionally, its ambitions get a little unwieldy, but developer Odd Meter’s decision to take on these heady themes and confidently explore nearly all of them is an impressive feat.

You play as Indika, a nun tormented by a demonic voice in her head, as she travels across a nightmarish interpretation of 19th-century Russia to deliver a letter. Most of the game consists of traveling from point A to B, solving a few puzzles, and watching cutscenes, but within these tasks are moments of introspection and self-discovery. Along the way, she meets an escaped convict named Ilya who claims God speaks to him. What ensues is a nuanced exploration of faith and doubt, love and hate, and pleasure and suffering. Both characters believe in the same God; rather than pitting a believer against a nonbeliever, Indika explores the space that exists between two interpretations of the same faith. This specificity allows Odd Meter to delve into different shades of Christianity and examine how the same texts, rituals, and prayers can be bent to ascertain different meanings.

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These frequent philosophical exchanges could have easily come off as overwrought or self-indulgent, but all these musings are in service of the characters and their development over the course of the story. For example, Indika tells Ilya she joined the convent of her own volition, but because her decision was fueled by emotions and experiences that were out of her control, can she really say she became a nun through her own free will? Ilya challenges this notion, and declares that free will is how we rise above our biological dispositions. Reflective conversations like these are key to Indika’s character as she grapples with her faith and attempts to make sense of her life.

It helps that Indika is portrayed by the fantastic Isabella Inchbald, and Louis Boyer embodies Ilya with equal confidence. There’s a raw authenticity and conviction to their performances that bring both characters to life. You can hear the fear and doubt in Indika’s voice and the desperation and hope in Ilya’s. Meanwhile, Silas Carson’s portrayal of the devil is humorous, sadistic, and cordial in his demeanor as he deftly narrates the action. While the writing and acting are great, they are occasionally undermined by awkward animations. Sometimes the action will look a bit too robotic, or dialogue won’t quite sync up with a character’s mouth. These are minor issues overall, but sometimes it was just enough to take me out of a scene.

Nevertheless, Indika is one of the most visually arresting games I’ve ever played. Developer Odd Meter uses framing, color, and lighting to achieve a look and feel that is rarely seen in games. Wide-angle shots often distort Indika’s facial features and warp the background to give the experience a voyeuristic feel. The framing, meanwhile, consistently impresses as it accentuates the action and world. In one section, after being chased by a wolf the size of a truck, the beast takes a tumble and wedges itself in a water wheel. What follows is a subdued conversation between Indika, Ilya, and the devil in her head about whether or not a beast can be sinful, as the camera tracks the dead wolf being dragged underwater by the water wheel. It’s a macabre scene given the context alone, but the stylistic choices allow the tone to meet the moment more effectively than a standard shot/reverse shot conversation would.

Rather than pitting a believer against a nonbeliever, Indika explores the space that exists between two interpretations of the same faith.

These choices aren’t just for show, either. They are bold and sometimes jarring creative decisions that reflect Indika’s inner turmoil as she travels across Russia. There are sections where the world–at least from Indika’s perspective–is split in two. When this happens, an oppressive and discordant synth kicks in as hellish red light soaks the scene. Through prayer, Indika can reforge the world around her and suppress the chaos. To progress, you–and by extension, Indika–must rip apart and merge her world by alternating between Indika’s cacophonous hell and her quiet reality. Although rare, these moments give weight and meaning to Indika’s gameplay as they leverage Indika’s themes of faith and doubt.

The same can’t always be said for the game’s puzzles, though. Most are simple and mundane: Move some boxes around, manipulate a crane, and strategically align lifts and elevators. Puzzles like these make sense in the early hours, as the game familiarizes you with Indika and her menial life. But as her world expands, these bland puzzles start to feel tonally and narratively incongruous as Indika struggles with her faith, especially when some puzzles literally let you tear the world apart, while others have you shove a box around.

With these criticisms in mind, it may seem like this story would be better told as a film or book. What’s fascinating, though, is that Indika clearly understands the medium it inhabits. It brazenly leverages video game tropes to elevate its themes. You’ll earn points for acts of faith, such as performing the sign of the cross at crucial moments, lighting altars, and collecting religious texts. You can then use these points to unlock skills that increase the amount of points Indika can earn. The thing is, these points do nothing. The loading screens even tell you they are useless. They have no discernible value and are simply a shallow way to measure Indika’s faith.

Yet, I didn’t want to miss any of it. I lit every altar, collected every text, and mashed the sign-of-the-cross button (yes, there’s a button) at every opportunity. It’s almost silly to gamify this stuff, but putting Indika through the motions as she builds up an arbitrary “faith” score while she’s actively questioning her faith is brilliant. I grew up religious. I went to church every Sunday and attended Catholic school. There was a distinct period in my life when I was questioning my beliefs, yet I still held on to some of those ingrained rituals. There was a quiet guilt that I couldn’t expunge: a feeling that could only be alleviated by going through the motions. In a way, it feels like Indika is using the language of video games and my understanding of them to reinforce her feelings of faith and doubt. Indika is about the internal struggle of a nun who isn’t entirely sure what she believes anymore, but seeing her cling to tradition–through my actions–is powerful.

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Although Indika does an excellent job exploring its themes of faith and doubt, there’s one subject the game doesn’t handle with the care it requires. In one particular scene near the end of the game, it touches on some uncomfortable territory that–depending on your interpretation of the story and its themes–might feel unnecessary. Up until that point, the evil that exists in the world feels intangible and theoretical. Indika and Ilya talk of hell and demons, but it always feels distant, almost as if God is protecting Indika on her journey. That is, until the final moments of the game, which allude to a sexual assault. The reasoning behind this scene is to test Indika’s faith, but as it stands, the scene in question feels like a means to an end rather than something Odd Meter wanted to properly explore.

Given the Catholic Church’s long and pockmarked history of sexual abuse, it makes sense that it plays such a critical role in Indika, but it’s not examined with the care that is necessary. The scene and what follows are clearly intended to elicit a lot of different emotions and speculation, but when those knee-jerk reactions stem from something so traumatic, it feels unearned. It’s almost as if the game wants you to move on as quickly as it does, which stands out as unusual in a game that is otherwise very thorough in its interrogation of sensitive subject matter. To be clear, Odd Meter doesn’t botch this scene entirely. Atrocity is often the most difficult test of faith, and they had the good sense not to show the assault itself. However, once the scene ends, it feels like Indika is barrelling towards its conclusion, while I was still trying to make sense of what just happened.

I’m often frustrated when developers lean on religious iconography but fail to explore faith in a meaningful way. Some of the greatest works of art exist because of religion, either as an exploration of it, a testament to it, or a denouncement of it. Human history is inextricably tied to religious faith. Yet, outside of a few exceptions, games tend to avoid commenting on religion without obfuscating it behind fake dogmas and fantastical gods. Indika’s direct examination of Christianity allows it to better explore the gray areas of religion and faith that are often lost when the recognizable specifics are swapped with allegorical fiction. And while the execution occasionally falters, its willingness to grapple with these difficult themes, and the conclusions it draws, make Indika a fascinating journey.

Endless Ocean: Luminous Review – Hope You Really Like Fish

Between the advent of cozy games, farm sims, rhythm games, narrative adventures, and more, we’re in something of a golden age of non-violent games. If you want to take a break from shooting and punching and instead just relax with some chill vibes, you have myriad options available to you. Endless Ocean: Luminous is an aquatic take, letting you freely explore the ocean with no danger or violence to speak of whatsoever. It sometimes straddles the line between game and edutainment in ways that could be engaging, but achingly slow progression and a lack of realism leave it feeling washed up.

Scientists say only 5% of the ocean has been explored. The name Endless Ocean, and the unexplored nature of the ocean itself, suggests an incredible degree of possibility and adventure. In practice, though, there actually isn’t all that much to do in Endless Ocean: Luminous. You can take part in a Solo Dive, in which you explore a seemingly randomized map; a Shared Dive, which is just a Solo Dive with friends exploring the same map together online using Nintendo’s Switch Online service (complete with its usual shortcomings); and Story Mode, which gives you short missions consisting of objectives accompanied by a little dialogue.

With this dearth of options, its approach to progression gating further compounds the lack of variety. After the first handful of story missions, the others are locked behind scanning ocean creatures in Shared or Solo dives. To scan you just hold the L button in the direction of sea life until the meter fills, which then gives a detailed look at the creatures in your scan. But the progress gates are set so absurdly high that the novelty wears off quickly. One of the earliest gates is set at 500 scans, which felt high but reasonable. The next was at 1,000, so I had to get another 500. That rubbed me the wrong way. By the time I reached the next gate, set at 2,000–meaning I needed another 1,000 scans–the chill vibes were gone. I was just annoyed. It’s hard to overstate how frustrating it is to spend almost an hour roaming around a randomized map scanning fish, only to exit the map and find I’ve only gained another 200 pips toward my next story goal. Plus, judging by the creature log, there are just under 600 species of sea life total in the game. Why would you need to scan 2,000 times to see a mid-game story mission?

Not that there’s much story to tell. You’re a new diver accompanied by an AI companion, exploring phenomena of glowing fish, and sometimes you’re accompanied by a brash (but actually cowardly) fellow diver named Daniel. The story missions are short and largely uneventful. Sometimes they end so quickly that I was genuinely surprised. Other times, they feel like a glorified tutorial, which makes it that much stranger to gate it behind so much free-roaming playtime. At least one of them is just a cutscene with no actual diving gameplay whatsoever. Occasionally, the story mode will deliver something unexpected and fun, like a massive or fantastical species of fish, but those moments are few and far between. There is a meta-story involving an ancient relic with 99 slots, which you fill in by discovering certain artifacts scattered randomly throughout dives or by fulfilling achievement objectives, but it feels more like a busywork checklist than a real story-driver.

And because the scanning requirements are so excessive, small inconveniences feel more impactful than they should. It’s easy to pick up a fish you’ve already scanned while trying to register a new one. Every time you scan any fish, it zooms in on them for a moment, forcing you to hit B to back out of the detailed view. If you scan multiple species at once, they’re grouped in a listing together, which is meant to be a convenience feature–but new species aren’t prioritized in the list, so you need to scroll down to find any with a “???” designation to mark them as discovered. If you don’t, the unidentified fish remains unidentified. If you scan a large school of the same fish, they’ll all be listed separately. In Solo Dives, the map is slowly charted in segments as you explore, but keeping an eye on the map to make sure I was filling in the little squares meant I could fail to notice a fish swimming by, or I could miss a depth change that may reward me for diving deeper.

Your dives get you experience points to level up, which increases your dive capacity, which you can use to tag sea creatures to swim alongside you. At first, these only include the smallest of sea creatures, but as you build capacity, you can swim with larger ones that are used to solve riddles. A stone tablet might challenge you to come back with a particular type of turtle or a fish that “sails as it swims.” Even then, though, the solutions are too rigid. When I returned to the tablet with a “Sailfish,” nothing happened, presumably because it was not the specific solution the riddle had in mind.

A Shared Dive in Endless Ocean: Luminous

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In addition to story progress and dive capacity, leveling up also opens new but severely limited tiers of customization options. Those include palette swaps for your diver or individual SCUBA suit parts, different stickers to apply to your profile, and emotes. There isn’t even a different helmet or mouthpiece, just the default in different colors.

It feels as if the goal was to create a virtual, interactive aquatic museum, and the variety of sea life does support this nicely. It actually is exciting the first time you see a new species of sea turtle or an extinct megalodon shark, even if you know that it can’t hurt you. But the mechanical underpinnings get in the way of its potential as a museum too. For example, every species of fish has a blurb with some interesting marine facts, complete with a reading of it from your AI companion. This could be a cool and educational feature, but when you’re pressed to perform thousands of scans, it’s hard to bother listening to every blurb. There also isn’t an indicator for when you’ve already heard a blurb, and since you’ll see species repeated a lot, it’s nearly impossible to remember which ones you have or haven’t heard–even if you can tell dozens of roughly similar-looking fish apart, which I can’t.

In part due to its non-violent nature, Endless Ocean does not present the depths very realistically, even to my layman’s eyes. Your oxygen is unlimited, and you don’t need to worry about temperature or depth. You’ll never freeze or get decompression sickness or drown. More aggressive species will never attack you. Species of fish seem to be scattered more or less randomly around the map, which leads to oddities like finding large-scale creatures in shallow waters, or discovering deep-sea dwellers in middle-depths instead of the deepest, almost pitch-black parts of the ocean where they actually reside. And while this is likely a limitation of the Switch hardware, the fish, coral, and ocean floor themselves aren’t rendered photorealistically enough to instill a sense of awe and majesty.

It seems Endless Ocean wants you to spend most of your time diving with friends to pass the time. The Shared Dives option is the first one on the menu, after all, and it is easier to fulfill the simple procedural objectives when you’re paired with other divers. But like most Switch games, you join friendly games using a digital code, and there isn’t built-in voice chat, so you can’t really treat it like an underwater virtual lobby. Even if you could, though, scanning fish with your friends would not sustain the group fun for anyone but the most devoted of sea-life enthusiasts.

Endless Ocean: Luminous could have been a realistic SCUBA sim with all the treacherous hazards that real underwater divers need to consider, a relaxing chill-vibes game that’s mostly about finding fish with your friends, or a story-driven game centered around discovering awesome and even extinct underwater beasts. It has pieces of all of those, but it doesn’t commit to any of them. Instead, it takes the enormity and glory of earth’s largest and most mysterious region and turns exploring it into a dull, repetitive chore.