![]() ![]() I’d be more amazed if you haven’t already noticed it fits well and isn’t just a cheap gimmicky soundtrack thrown together unrelated to the games atmosphere. It has the perfect blend of paradise and wonder mixed with a family party vibe depending on your location and activity you’re currently doing. ![]() The music is both true to the games feel and if you’re like me you can get lost in it so easily. The lighting is exceptional, seeing the sun illuminate the clouds in front of it in any location of each island is a sight to behold if you can kick back and be adventurous. The raft is a one man Sea of Thieves pirate ship where you can drop your anchor at anytime, adjust your sail for speed and hop off and warp into a bunch of animals to go exploring or deep sea diving. The sea looks incredible and you can explore it in many ways. Graphics: For its style it’s perfect, Zelda is the closest thing and I’d lean on BotW and Wind Waker the most. There’s a lot of room for improvement which is a good thing when the first instalment into Awaceb’s small studio has already ticked many boxes that a lot of games don’t. There’s a lot of room for improvement which is a good thing when the first Tchia is a beautiful game to sit down and explore for hours. Paying to be told that you can cancel specials into other specials – information that you can stumble into just by playing, or reading this review – will never feel good, even when you’ve bought everything else and have nothing left to spend the tokens on besides them.Tchia is a beautiful game to sit down and explore for hours. That last one feels the most ridiculous because (for an admittedly small amount of tokens) you can unlock instructions on how to play at a higher difficulty level. When your run is done excess cash is turned into tokens, which can be spent at the token shop to unlock characters, art, music, and tips. ![]() They’re also very mobile, making them tough to hit at all, and when you do hit them they recover so quickly – if they’re even stunned by you in the first place – that all the work it takes to touch them feels like wasted effort. Besides the endless storm of goons meant to keep you moving and uncomfortable, the bosses themselves can easily mix you up inside ability chains with super-tight windows of opportunity to avoid. These bigger boss fights, though comparatively more extravagant, are also where Double Dragon Gaiden's balance seems to fall off an off-screen cliff. Not every boss has such a dramatic late-game transformation, though, and it’s disappointing to fight Duke and see that it goes almost identically no matter when you fight him. For example, fighting Anubis early involves waiting out his magical staff attacks and then wailing on him in the down time, but if you wait to take him on last he’ll have fully become one with purpley ghost god, teleporting around the map and spitting poison at you. I purposefully tailor my runs to include the worst offenders, Killer’s Fortress and Okada Clan HQ, as early as possible so that I can avoid as much of their later mission nonsense as possible, and it doesn’t feel great to choose my path to avoid annoyances rather than to work toward a desirable goal.īosses themselves do evolve when you choose to fight them later in the sequence, though. Besides the fact that jumping between the background and foreground is always awkward, enemies can spawn in places you’ve already passed, meaning you’ll have to work backwards through the bad sections and it just extends the painful experience. These are mostly trivial, like some spiked floors that are easily hopped over, but almost any extended stretch of platforming feels awful. I understood the vibe it was chasing, but I don’t know that it was worth the hard time I had keeping track of the enemies who were chasing me.Īside from how they look, levels are littered with obstacles that hinder your progress. Sometimes a level goes for gimmicks that would have been better left in the realm of theory than practice, like a full stage in the Pyramid gang’s mission that is covered in darkness save for a little spotlight following you around. It’s fun to fight on a casino floor between rows of slot machines, but moving on to lifeless back offices right afterwards is disappointing. Visually, the four locations feature some creative backdrops, but those are often stand-outs in otherwise less impressive maps. ![]()
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