Another Crab's Treasure Review - Shellden Ring

Another Crab’s Treasure Review – Shellden Ring

To stand out as a Souls-like these days, a game needs to either reach similar heights as the genre’s namesake when it comes to gameplay, or have a compelling new spin on the genre. While Another Crab’s Treasure gets close on the combat front, its excellent 3D platforming are what help distinguish it. Combining those gameplay elements with a genuine, if perhaps slow to start, story about a crab named Kril, who starts as a loner just wanting to get his shell back and go home, but instead finds a greater understanding of the vast ocean, makes for a fun take on the genre.

The game kicks off with Kril’s shell being repossessed as a tax by a wealthy monarch, but this setup is mainly used as an excuse to send him on a treasure hunt across the ocean. Kril’s story during Another Crab’s Treasure is a particularly strong aspect of the game. While initially framed as a tale about Kril breaking out of his routine and finding renewed purpose, it eventually tackles the ocean’s ongoing pollution problems, taking the narrative to a place that is bleak yet also genuine. Where Kril finds himself by the end isn’t one of those overdone happy endings, but instead a far more complicated place that feels true to some of the game’s more dour themes.

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Now Playing: Another Crab’s Treasure – Announcement Trailer

The game is broken up into large levels, filled with both enemies and platforming challenges, that you need to explore to find an objective, such as a piece of a treasure map, or reach a far-off structure. The levels are well-designed, with combat and platforming flowing together seamlessly. There are a few places where the brutality of Another Crab’s Treasure does overdo it–such as during platforming sections overlooked by ranged enemies–which results in unwelcome difficulty spikes. Trying to navigate these areas while not getting blown up by ranged attacks that take away a third of your health goes from difficult to frustrating, but this only happens in a handful of instances.

Another Crab’s Treasure provides very little guidance in these open levels. There is no objective marker, nor a place where you can see what your current objective is at a glance. The only direction comes from cutscenes in which characters explain your next goal, or by speaking to characters in the level, which is fine most of the time. However, there were a few instances where something as simple as seeing the current objective would have saved a headache.

In the factory area, for example, you can find a puzzle that leads to the next section of the map, and while you can interact with it if you find it early, you can’t actually solve it. But, because I couldn’t check my current objective, it wasn’t clear that I needed to head elsewhere. Another puzzle has you use a magnet for platforming. Naturally, a metal shell is required to do this, but you also have to hold the block button for it to activate, which a nearby NPC takes joy in not telling you, a reflection of the aloof characterization of characters found throughout Another Crab’s Treasure, although it loses some charm here due to the frustration of unclear mechanics. These small hiccups take away from level design that is otherwise strong overall and typically guides you without the need for objective markers.

The platforming, however, sings thanks to a simplistic approach. You have a limited toolset that enables you to grapple between points, hover jump over perilous falls, and climb nets, all of which are introduced early in the adventure. The platforming challenges instead come from the addition of increasingly tricky obstacles and length of the platforming sections, with the demands building alongside your own platforming skill. There is also some nice leeway when it comes to platforming, as falling only takes a chunk of health instead of instantly killing you, providing just enough of a safety net that you aren’t forced to take it slow and can instead let the movement really build momentum. There were a few instances of objects in the environment catching or stopping my movement in a way that felt unintentional, but it wasn’t a prevalent issue.

Where Kril finds himself by the end isn’t one of those overdone happy endings, but instead a far more complicated place that feels true to some of the game’s more dour themes

The combat should feel familiar for anyone who has played one of these hard 3D action games. It has mechanical mainstays, such as dodges, blocks, and parries, but where Another Crab’s Treasure distinguishes itself is through the use of shells. Since Kril has lost his shell, he can use miscellaneous objects found throughout the ocean as a replacement, so he’s able to equip anything from soda cans to sushi rolls and even party poppers. Each shell has its own defense value and other various stats, like increased physical or skill damage, along with a special move that you can use in combat. These special moves can be a projectile attack, like the fizz from a soda can, or a status effect like an electrically charged can, which deals damage when you get hit. Crucially, these shells break frequently, forcing you to adapt based on which shells are available nearby.

Each shell has an armor meter of various sizes, which is reduced each time you block or take damage. Unless you unlock and execute the parry, your shell will always take damage during combat and break. This extra layer adds some depth to the combat, forcing you to always be on the lookout for a fresh shell when exploring levels. Even if you really like a shell, it’s only temporarily available to you, forcing you to adapt and keeping you from becoming complacent. Not being able to lock myself into a specific build let me experience far more of the options at my disposal, which kept combat fresh over the dozen hours it took to beat Another Crab’s Treasure. While you can insure a shell later in the game to guarantee you will respawn with it, this option comes late enough–and is expensive enough–that it doesn’t disrupt the dynamic or become a crutch yet also feels like a welcome option when it arrives.

Another Crab’s Treasure falls short during fights against tougher enemies and bosses. While mistakes can be incredibly costly in games like this, here they are more often than not fatal. Missing a block can easily get you stuck in an enemy’s attack string, and with tougher enemies, you can almost never take more than two hits without dying. This resulted in losing many, many fights because of one mistake. Losing because you didn’t execute a single block or parry can be extremely frustrating, especially the third or fourth time it happens against the same boss. The vast majority of my deaths came with most of my heals unused, because I lost all of my health without the opportunity to remedy the error. While generally the challenge in the game comes from there only being a little room for error, there are plenty of fights that feel like there is no room for error in a way that is unfair and frustrating.

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Another Crab’s Treasure also has multiple instances of unnecessary friction when it comes to quality-of-life features. New skills can only be learned by fast traveling to a specific place, instead of just at any checkpoint, putting multiple loading screens between unlocking a new skill and getting back to the action. There is trash to collect throughout the game that can be sold for additional microplastics (the equivalent of XP), but instead of being able to quickly use these items, you are once again required to fast travel to a specific location to cash them in. The skills vendor and junk vendor are also in different areas, so doing both at once takes even longer.

While not everything in Another Crab’s Treasure is as smooth as it should be, and some unforgiving enemies take away from the joy of the intense combat, the game is a solid take on the Souls-like genre nevertheless. It brings in fresh ideas with the shell system and a focus on platforming–traditionally an afterthought in the genre. And while Kril’s journey takes an act or two to find its footing, the places it goes make the ocean worth exploring.

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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.