Thymesia Review - Hunter Homage

Thymesia Review – Hunter Homage

A lot of games have drawn inspiration from the works of From Software, with varying degrees of success. While many developers look to emulate that high degree of challenge that comes from the likes of Dark Souls, Bloodborne, and Sekiro, they often miss the fact that it’s From’s thoughtful, tight gameplay and deliberate encounter design that makes these games fun, not just a punishing difficulty. Thymesia, a 3D action game that draws heavy influence from some specific From titles, manages to strike that balance successfully, creating a Souls-like that taps into the same rewarding moments provided by its biggest inspirations.

Thymesia draws most obviously from two of From Software’s games: the aggressive, horror-inspired Bloodborne, and the fast-paced, duel-focused Sekiro: Shadows Die Twice. And to be sure, developer Overborder Studio owes a lot to its inspirations. Like Bloodborne, Thymesia is about a lone warrior wandering into a plague-stricken world where everyone infected has turned into a maddened, bloodthirsty killer. It has a similar atmosphere to Bloodborne and even its protagonist, Corvus, looks a bit like a Yarnham Hunter–more accurately, Hunter of Hunters Eileen the Crow.

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Now Playing: Thymesia Video Review

Like most Souls games, Thymesia drops you into the middle of a weird situation without much explanation and leaves you to figure out what you’re facing as you explore its world and kill the people you find there. It all takes place in a kingdom called Hermes, which is apparently located in the canopy of an enormous tree. The world has been beset by a plague that infects people and animals, mutating them and turning them into monsters. Until now, Hermes managed to deal with the plague through the study and use of alchemy, but something has gone wrong, Hermes has succumbed, and nobody knows what to do.

As Corvus, some sort of superpowered fighter with a connection to the alchemists trying to cure the plague, your job in Thymesia is to remember what happened. Each level in the game is actually a lengthy recollection of a past event, and Corvus has previously ventured through three different locales in the kingdom and killed the monsters found there. However, the question of whether those memories are trustworthy is floating around in the background as you work through these areas once again. The whole story is a little thin; it’s not especially clear who Corvus is, why he’s such a great fighter of plague monsters, or how he got these memories the other characters want him to examine. It’s tough to patch together exactly what’s going on even as you scour the game world for notes and clues. When the things you’ve learned culminate in Thymesia’s ending, which requires you to make specific choices based on what you’ve learned, it’s not particularly clear what the game wanted you to take away, or why.

Though there’s a fair amount of story to uncover, it’s not the star of the show in Thymesia. That, instead, is the fast-paced, offense-heavy gameplay that has you ripping through small enemies and battling some tougher, more inventive bosses.

The key mechanics of Thymesia are basically ripped straight out of Bloodborne and Sekiro, and both are used to great effect. Bloodborne is a game that eschews blocking for aggression and dodging, while Sekiro mostly encourages players to duel and deflect incoming attacks with their blade in order to be successful. Thymesia puts major focus on similar ideas: You have a sword in each hand for the entirety of the game, using them to slash away at enemies and, when timed correctly, parry incoming attacks. You’ll alternate between agile avoidance with quick dodges and standing your ground against volleys of blows. Tight, responsive controls and expressive character animations mean that both approaches are highly satisfying–you’ll quickly learn to spot when you need to parry an attack, and get a knack for where your dodges will take you and how to best outmaneuver almost any foe.

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The game’s fast combat works exceedingly well, finding the same tough-but-rewarding cadence of both Sekiro and Bloodborne. Though you’ll occasionally fight multiple enemies at a time, Thymesia is largely a game about tough duels and carefully planning your attacks. You want to do as much damage to your enemies as possible, without overcommitting–as in Soulsborne games, hitting attack buttons can lock you into animations that make you vulnerable to counterattack. In fact, oftentimes, defense is the best offense, since deflecting attacks not only protects you, but it can wreck the health bars of your opponents.

Where Overborder steps away from From Software is in how it deals with health in Thymesia, and in the various means of playstyle customization it affords you. Enemies in Thymesia take two kinds of damage: “wounds” damage and damage to their overall health. When you attack with your sword, for instance, you do damage by inflicting these “wounds” on enemies. Regular attacks decrease a white wounds health bar, leaving a green overall health bar underneath. The plague causes wounds to heal automatically, so after a short time, the white health bar recharges to the same length as the green health bar. Thus, the only way to really damage enemies is to hit them with a special, high-powered claw attack that specifically targets the green health bar, whittling it down so you can ultimately drain both bars and perform an execution move.

The claw doesn’t really damage the white health bar but drastically damages the green one, so you need to chain your standard attacks together with the claw attack. The tradeoff is that the claw takes a moment to charge up, potentially leaving you vulnerable. So in practice, combat becomes a quick and elaborate dance, requiring you to plan various moves and string them together with parries to actually deal damage, while also making sure not to overdo it and leave yourself open. Battling bosses often comes down to playing defensively with parries and dodges, dealing them wounds damage, before waiting for an opening to get in some quick claw strikes to actually hurt them long-term. Because parrying deals damage to opponents, you’re incentivized to attack aggressively and to master the timing of blocks, turning all aspects of the fight against your opponent.

It’s these combat mechanics that make Thymesia a blast to play, especially once you get the hang of them and fall into a rhythm. The game also brings to bear several other good ideas that add to the underlying, strong mechanics borrowed from Soulsborne games. The claw attack, for instance, can be charged up, and if you max it out, you’ll actually wrench away a spectral “plague weapon” from your enemy, which you can then use in the fight yourself. As you face opponents, they’ll occasionally drop items called skill shards, which give you training in their particular weapon. With skill shards, you can unlock and then level up plague weapons and then equip them at Thymesia’s save points, which function like Bloodborne’s lanterns or Sekiro’s idol statues. Thus, you can steal weapons from enemies as you’re fighting them for single-use special attacks, or rely on the equipped weapon you brought, drawing on a resource you have to recharge called Energy. The plague weapons give you a wide range of additional kinds of attacks that can give you an edge in a fight, and the claw’s ability to steal a weapon from someone annoying you with it provides a handy means of changing tactics on the fly mid-battle.

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Thymesia relies on a similar leveling system to Bloodborne, Sekiro, and the Souls games, but with another smart addition. Like those games, you gather a resource (Memories) from enemies you kill that you can spend at save points to level up, increasing your base stats. Every time you do, however, you unlock a talent point, which you can invest into one of a bunch of different skill trees. These give you a host of possible upgrades, like different kinds of dodges, a parry that trades off damage dealt from deflections for less exacting timing, a damage boost for your weapons, or the ability to gain health from executions. That last one really defines how Thymesia feels–every enemy is left vulnerable to an execution when you do enough damage to both health bars, so playing aggressively and racking up kills restores your health, allowing you to stockpile your small batch of healing potions (which function just like the Estus flask of Souls games). It’s a great incentive to push your capabilities in every fight, adding to the Bloodborne focus on aggression by marrying it to a Sekiro-like cinematic execution system.

You can change and reset skills whenever you want, and there are a wide variety of different ones at your disposal. Some require you to build out a specific tree by choosing multiple skills, and sometimes, picking one skill tree closes off another. It all works to allow you to define a very specific, very customized playstyle–but it’s also one that you can change at any save point, almost whenever you want. Between the skill system and the tight, responsive combat, Thymesia’s gameplay is highly satisfying, adding a host of its own cool ideas to its underlying inspirations.

Boss fights are where the best elements of Thymesia’s combat come together with inventive enemy designs, a group that feels like a Soulsborne greatest hits record. You’ve got your fast-moving duelist, your big knight in armor with a huge sword, your giant monster, and your puzzle-heavy fight filled with regular enemies. No two boss fights are similar to the others, giving you a quick smattering of ideas that each challenge you in different ways, while still meshing well with Thymesia’s underlying gameplay foundation. A few of them are pretty difficult, too, with multiple phases and mechanics you’ll need to observe, learn, and circumvent in order to survive. It was in the game’s first major boss fight, with an agile, disappearing magician called Odur, that the game really hit its stride and endeared itself to me for the next 10 hours.

Thymesia also draws on some of the weaker things about the Soulsborne games, and can’t always quite deliver on the inspirations to which it’s trying to pay homage. The story is presented in a similarly sparse fashion the From games are known for, and is similarly disjointed and haphazard. While there are some good ideas within it, I felt like I missed a few major beats, despite having put in the work to play all of the levels and scour all of its corners. What specifically doesn’t work about it is the ending, where you’re forced to make a choice without really knowing what it means or why you’re doing it. The plot of Thymesia is something of a minor concern, since the focus is wholly on the gameplay, but there’s enough there that it’s clear Overborder Studios cared about the tale it was trying to tell–it just struggles to land it.

And, as in Soulsborne games, levels are huge affairs with multiple paths that circle back and forth on each other, allowing you to find shortcuts to reach different sections over and over again. After you finish the first memory in one of Thymesia’s three main areas, you can return to it to delve further in additional levels, fighting other bosses or uncovering bits of story. Those later levels often send you on different pathways through the original one, focusing on different sections of the map you’ve already seen, or even sending you to find pathways into new areas altogether.

The trouble is, each of the three big locales is extremely easy to get lost in, and you’ll often find yourself wandering around in circles, trying to find the one ladder or doorway that you missed. The looping level design makes all the areas feel maze-like and confusing, with backgrounds and landmarks a little too samey to make for easy navigation, and shortcuts rarely are important enough to warrant the effort required in finding them.

Generally, Thymesia is a quick overall experience, and that can play a little to its detriment as well. There’s a decent variety of enemies carrying a different smattering of weapons, and those weapons generally determine how those enemies fight. You’ll also see tougher variants on most of those enemies, who suck up more damage, hit harder, and generally require you to think harder about how to kill. Especially revisiting the same major locations over and over, though, you’ll run into the same enemy types quite a bit, and it’s not hard to develop a rhythm in taking them down. Once you’ve spent a few hours in the game, a lot of these fights become trivial as you repeat the same actions to rip through enemies over and over. Tougher minibosses shake things up, and all the boss fights are a delight, but the smaller scale of Thymesia works against it in making it a little too easy to get so good at the game that you rip through most enemies.

Still, at 10 hours, Thymesia is short enough that it doesn’t overstay its welcome. You wind up feeling more like a general badass than a vastly overpowered killing machine for the most part, and the game’s great ideas culminate in some intense, memorable boss fights. While a few elements of the overall experience don’t gel, Thymesia understands what matters most about its inspirations, while adding a few spins of its own to create a small, smart, and rewarding Souls-like experience.

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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.