Victories in Hallow Knight are Anything but Empty

As you know, I am a big fan of the Nintendo Switch. I like to find games I can play on it and, as it happens, most of the highly rated games on the Switch are platformers. As I’ve said before, I love platformers and metroidvanias in particular, which means I’ve had my eye on Hallow Knight since before it came out. I’ve had it on my Steam wishlist for well over a year and, when it looked like the internet was going to be out for a while, I downloaded it during the brief periods when the internet was working. That was the best decision I’ve made this month.

Hallow Knight is basically just another metroidvania. You start out in a basic world with a jump, an attack, and the ability to heal yourself. After that, you slowly unlock abilities that let you progress through the game until you reach an end determined by a couple of factors. You move about in a two-dimensional plane, avoid stage hazards, and fight off enemies using a combination of your basic attacks and unlocked abilities to get around the special qualities of the enemies. When it comes to gameplay, its nothing super special. It’s fun, but there are better examples of gameplay innovation and quality. While it is fairly standard in those terms, it makes it’s mark because every other quality of the game is extraordinary.

The plot is fairly simple, you’re a knight who was called to complete some kind of quest. You don’t really know what, but you find yourself drawn to the ancient, ruined city of Hallownest. There, you find a cadre of characters, all of whom adhere to the “bug” theme your character starts, who make their lives supporting the numerous people who feel called to explore the dungeon or call it their home. One of the first I met was a map-maker who quickly set the tone for there being something a little off about the world and the people in it. As you defeat enemies and rescue these little worm guys, you start to notice blobs coming out of some of the enemies you defeated and then encounter enemies who had giant sacks of the stuff which they fire at you like little orange bombs. While exploring, you meet a few more characters who subtly work in references to a wonderful world lost and the eventual corruption of everyone who stays in the city for too long or who goes too deep. There’s more to the plot, of course, all of which is revealed through little hints or statements by the more peaceful denizens of the dungeon. I don’t want to spoil it, since I was more interested in digging up little nuggets of the plot, themes, and history as I played than I’ve felt while playing any game since Celeste.

While you’re working through the world, you’re making your way through a world of black, white, and grey tones that manage to brightly portray a world of gloom in a way I’d never thought possible. Occasionally, a splash of color shows up as some enemies explode into orange blobs or shoot little orange spheres at you. Occasionally other color shows up in the environment, like when you find a giant blue crystal that, when shattered, gives you temporary hit points. Other times, it’s something like a mine with light purple crystals scattered throughout or the worm creatures you rescue. Each time you see color, your eyes and attention are instantly drawn to it as it shatters the beautiful gloom of the greyscale environment you get used to between blooms of color. Setting color aside, every visual in Hallow Knight is absolutely incredible. The characters feel so alive and even the background stands out in its incredible variety as you try to find your way through the various rooms. Even though everything is notable enough that you never really feel lost or like you’ve just walked through the same room twice, it still all blends together incredibly so you know that the mine and the courtyard with the small palace in it are definitely a part of the same place. The game also makes incredible use of the foreground, having your character walk behind a whole range of things as you move from one place to another, but never in a way that you lose sight of your character.

Despite the fact they fit into the grey-scale, gloomy environment so well, none of the enemies are hard to spot or difficult to figure out. Occasionally a boss throws a new move into the mix as you chip their health down or their attacks start having secondary effects, but they mostly have pretty clear modes of attack and methods of movement that are nevertheless a challenge to work through without injury. Because of the way your character gets bounced back when it attacks an enemy, it can be difficult to avoid falling in the pit full of spikes and avoid running into the enemy as it is charging toward you. You have to push forward, toward the enemy, just enough that your bounce doesn’t send you off the ledge to your death but not so much that you run into them and get hurt. Throw in the variety of enemies and the way they mix them up, it gets to be a challenge to make sure you’re fighting each enemy the right way.

While you’re fighting them, the somber music in the background doesn’t change, though it somewhat fades to silence. When it comes in, it starts slowly, changing from simple environmental sounds accompanied by the wind to a rather simple but sad music that does an amazing job of representing the area you’re currently in. As time goes on, the music adds more, interjecting small sections of brighter notes to contrast with the quieter, more morose ones. It never changes abruptly and, even when I went to listen specifically to the music for this section, it was so subtly and perfect that I almost didn’t notice the change.

If you like metroidvanias and you haven’t played Hallow Knight, you’re missing out on incredible artistic masterpiece of a game. I recommend you pick it up and let yourself experience it at a comfortable pace. This game begs for a slow, methodical play-through and I recommend you play it in a dim room with little other noise so you can fully immerse yourself in the experience.

UnEpic Was the Opposite of Mundane

Do you like RPGs? Do you like the idea of having a fully customizable character you can turn into a super-specialist or a jack of all trades without having to sacrifice character effectiveness?  Do you like Fantasy that is aware of the typical tropes and has a delightful mixture of falling in line with said tropes and standing them on their heads, both in such a way that it makes even the most tired trope feel fun an exciting? Do you like all of those things and side-scroll action, too (AKA, a “Metroidvania” style game)? If you answered yes to all of these questions or found the potential combination of them intriguing, then I have a game for you to try out!

UnEpic is all of those things and more. It is a side-scrolling RPG starring Daniel (at least, that’s the name he gets in the promo materials, you get to name your character when you start the game but that’s mostly for save file reference), a typical video gamer who got transported into the game when he went to the bathroom during one of his first ever tabletop gaming sessions. He finds himself in a castle and, deciding someone must have slipped something into his drink or food, decides that he’s hallucinating so blithely wanderings further into the castle. After a few rooms, he happens upon an evil spirit (AKA Zera) that tries to possess him, but it fails to do anything more than get stuck in his body. As he moves deeper into the castle, slowly becoming convinced he’s not hallucinating, he eventually figures out what he needs to do in order to get home. As he does, there are a number of humorous scenes as he and the dark spirit sharing his body try to trick each other. Daniel wants help navigating the castle and the spirit wants to kill him so it can leave his body and inhabit another that it can actually control. Daniel usually comes out on top since, ultimately, it is up to the player to decide whether or not to follow the Spirit’s advice, and the spirit is initially only trying to get Daniel killed. As the game goes on, the Spirit starts mixing in actual help with the incorrect instructions, making it much more difficult to figure out what is good advice and what isn’t.

As he explores the castle and learns more about what it’s going to take to get him home (and it’s fairly early that he learns he has to defeat the lord of the castle), he find money, items or gear, and magic to help him on his way. A lot of it is fairly typical fantasy fare, stuff like swords, bows, heavy armor, and more specifically named stuff like “Tunic of the Ranger” that makes you better at using bows and even unique stuff like Excalibur and an axe you get for, uh, helping out Goblins during mating season. Did I mention this game requires you to enter your age when you navigate to its page in Steam? Definitely not a game for young children, what with the references to sex, alcohol, and drugs. Fun fact, it’s also on the Switch now and plays even better on the handheld, wide-screen glory that is the Switch than it did on the computer.

Anyway.  As Daniel explores the castle, he discovers he needs to defeat the lord of the castle and, in order to do so, must free 8 light spirits from their prisons. From there, it’s all finding keys, exploring secret rooms, trying not to get murdered by traps, and finding the right gear so you can kick as much ass as possible while trying to figure out how to make it through rooms that randomly drop rocks on your head and through dungeons where every door you find is locked by a key that isn’t the one you just picked up. For the most part, in terms of gameplay, it’s nothing special. It’s fun, light-hearted take on dungeon delving is what makes it stand out. There are games with smoother controls, more intuitive interfaces, better layouts, and better levels, but this one hits the “satirizing fantasy” niche better than most similar games I’ve ever played.

The protagonist’s video gamer roots show in the way he tries to address his problems and the game’s mechanics catch him and any similar players off guard when it starts to introduce a lot of rules more commonly associated with tabletop games like Dungeons and Dragons. For instance, skeletons take (slightly) reduced damage from swords and spears, but extra damage from blunter weapons like maces or clubs. Bows require targeting for enemies that aren’t straight in front of you, which can be a little frustrating because you might have to cycle through available targets before getting to the one you want, but the fact that you can miss a slug crawling across the ground when firing straight ahead is the first real evidence you get of the game’s excellent hit-box management. Never will you take a hit you feel you shouldn’t have taken and never will you hit something unless you see your weapon enter into the enemy’s model. It can be incredibly risky to use a close-range melee weapon since that requires getting within striking distance of most of the enemies in the game, but they usually do more damage and have better bonuses or stats than spears and bows.

It’s a fun game with relatively simple mechanics that don’t take long to pick up and really start to flow smoothly once you get used to swapping between items in your shortcut menus and rapidly targeting enemies with ranged attacks while avoiding the enemies closing in on you in melee. It even has a ton of fun little references to other games and media liberally sprinkled throughout. Some of them have been a little obfuscated in the Steam and Switch versions (the only versions I’ve played, but I read a few articles about it while trying to figure out if the spirit’s original name was a reference to something) for copyright reasons, but most of them are still there. There’s even one a few minutes into the game, when you fight your first enemy. I won’t spoil it, but it really sets the tone of the game.

If you’ve got ten bucks (or less, if you get it during a Steam sale event) burning a hole in your pocket and want several hours of relaxing dungeon exploration, I recommend checking out UnEpic. It’s not going to blow your mind, reveal the secrets of the cosmos as they relate to your inner-most heart, or make you acknowledge the secrets hidden deep inside that you won’t even admit you’re hiding to yourself (we’ll leave that to Celeste), but you’ll have a good time as long as you don’t mind a bit of a bratty protagonist who keeps getting shown up by the evil spirit possessing him.