That was a
really retarded gimmick to get past Gebel. The problem is that the game was never presented as a
puzzle game up to this point and there was no indication that the gameplay involved esoteric environmental interactions like that. I would expect that in La Mulana, not in this game. It was totally out of character and in my opinion badly designed since there was no such gimmick earlier preparing players to expect that sort of thing. It was always "look for hidden wall", "explore every unexplored map area", and "kill enemies to get shards" that constituted the method of progression in the game. Iga you make me butthurt.
Finished the game. Den of Behemoths was cool in the sense that I got SMB 3 giant world vibes, but it still felt lazy with asset reuse, since they had already recolored enemies, and now they just resized enemies as well.
Overall, the game for me is a 7/10, on a real /10 scale, not IGN /10 scale, so above average but not perfect. I think it was definitely one of the best games this year, although it was a poor year overall, but I would absolutely recommend it even if it came out in a year with other games similar like Hollow Knight, because it has its own uniqueness in the 2D action platformer genre that Hollow Knight doesn't. I didn't have a console and missed the Castlevania DS games, so this was my first game from Koji Igarashi.
The visual fidelity is nice, everything looks very well polished, but the visual direction was a bit bland and didn't stand out or WOW me besides a few areas like the Twin Dragon Towers and Oriental Sorcery Lab. In many instances, the abundance of colorful 3D graphics ended up working against the game by giving me poor indication of where hitboxes were and leading to me taking damage in situations that I would have been able to avoid so were the game as tight and clearly indicated as Hollow Knight. But overall, it was impressive considering that spritework is largely superior in games like this and it still managed to be enjoyable throughout.
Story did as story exists to do and served to allow the gameplay to speak for itself. There was a fun few unexpected things near the end, but hey, there's a castle full of demons that you need to explore and kill demons in, you don't need anything else to incentivize playing the game from there.
Sound design was not bad, but only really serviceable. There were some more good tracks but overall it wasn't anything I could say that I remember for being particularly catchy. It did its job, but didn't go above and beyond.
Gameplay had its ups and downs. There were very few options for movement at the start of the game and so up until double jump, everything played very slowly and as a result, many of the bosses felt very fast and at times had attacks I felt were basically worthless trying to dodge and I just had to facetank and damage rush them to death. Once I got double jump though, it opened up more and I was starting to zip around boss fights in ways that made it feel like I had full control over Miriam and I could engage in an equal test of skill against the bosses. Coincidentally my favorite bosses ended up being ones after I got double jump; Bloodless, Alfred, and Gremory.
Itemization was easily the strongest point of the game, and was an absolute joy that made the game feel incredibly free for me to approach at my own playstyle. There are a staggering number of weapons in the game, with a great variety in playstyles from boots giving your full attack damage on sliding into enemies, to guns at full range, and various slashy melee weapons in between. The 8-bit coin crafts immediately caught my eye, because besides the single 8-bit coin at the start of the game, you get no others, making them very rare weapons, and additionally unique. I instantly used the 8-bit shield because a playstyle of hitting enemies with a shield really interested me from a novel/fun aspect. At this point I found out about the additional variety of uniqueness to weapons like weapon arts. The shield didn't have a weapon art, but it engaged damage blocking hitboxes during use. (Which led to a few bosses becoming incredibly trivialized, although I didn't use it on every boss) Shards also added to the itemization by being unique magic spells that you could cast or obtain as passive benefits or abilities, and familiars. This part was great, because almost every enemy in the game had a unique shard, which all could create their own playstyle through use. This kept new enemies being always fun to find so you could figure out what shard they had, but also gave you the sense that you could obtain most of the attacks that every enemy in the game possessed, which is something really inventive and fresh for a game.
Exploration of the map layout itself had a fair amount of what felt like freedom due to how large the areas felt playing through the first time, but technically all ended by the boss gates blocking progression. It didn't feel like the environmental exploration with backtracking and blocked off areas that I come to expect in this sort of game was as pronounced though. Double jump was the main ability that unlocked access to many previously inaccessible areas, but most of the ones after like inversion, water sinking, and the reflector ray only ended up being useful to go through 3 or so areas and then were forgotten (besides inversion's use in the Gremory fight, which was absolutely fantastic and great fun). In this sense the game was a lot more linear in the exploration than I hold to my standards.
Enemy variety was a mixed bag. Initially, there was a great collection of a few dozen enemies that were all unique and interesting, but as the game went on in later areas, enemies you knew previously would be reskinned and given new attacks or damage types and constitute new entries in the enemy list. I'm not opposed to this decision in principle because it can be done well like in Monster Hunter, and there were some reskins that were fairly unique that I believed they really deserved to be considered new unique enemies by their own merit. However some of them also looked barely different and didn't have enough new attack variety that it did start to feel like the budget was running out, particularly the giant enemy area which were reskins, but instead of skin, they resized previous enemies and called them new. The bosses though were all unique and great fun to fight.
I used the cheat NIGHTMARE entered as character name for my save to do my playthrough on hard mode, and while there were some frustrating times, it felt like the definitive way to play the game, as it was properly challenging (dying a dozen or more times to some bosses, actually having to learn their patterns and not being able to slam your head against a brick wall to break through). If it lacks the same challenge on the normal difficulty, I wouldn't nearly have had the same enjoyment. Overall, a pleasant experience clocking in at ~26 hours, but due to not counting for deaths, probably almost 35 hours total. I didn't grind for the most part besides 1 or 2 shards I was a bit more interested in, but doing so (also for crafting) could easily inflate the game time if you try to 100% all items. The itemization allowing so many playstyles gives it great replayability, and some time in the future I will want to come back and try a playthrough where I use boots and guns, along with other shards I ignored.