REVIEW : Soulstice (PC)

0
283
REVIEW : Soulstice (PC)

REVIEW : Soulstice (PC)

This is one of those reviews written with a smile and almost a touch of pride. It is very easy to get excited with Soulstice, especially for those who are passionate about Japanese anime and appreciate works like Claymore and Berserk, without forgetting the cornerstones of hack ‘n’ slash like Devil May Cry, Bayonetta and the original God of War. But even after having spent a certain period of “cooldown”, in which to rearrange ideas and think coldly about what has been experienced, the new work Replay Game Studios can only be promoted, fueling very high expectations for the possible sequel.

REVIEW : Soulstice (PC)

Soulstice is the most distant product From Software, even if the artistic inspiration of the settings is quite evident. The title draws heavily from the original Devil May Cry, with some solutions that surely know they have already seen but which prove necessary to put stakes on which to build everything else.

What stands out, however, is having put the narrative at the service of the gameplay, with a contextualization of what happens on the screen that is difficult to find in other similar works, in which the opposite normally happens. In a nutshell, first, the abilities of the protagonist duo, their progression and their limits were thought, then the script, to make all the power-ups that often, especially in manga and anime, come out a little bit coherent. case.

REVIEW : Soulstice (PC)

There is therefore particular attention to the whole package offered, even at a narrative level, with the connotations of a Japanese structure capable of fully tracing not only the unfolding of events but also some scenes that we could define as iconic and the turning point of the characters. . There is a deep love for this way and it can be seen above all in the direction of the cutscenes, deliberately over the top in the movements of the protagonist and with some shots and a photograph that tries to capture the perfect moment.

Being a hack ‘n’ slash, targeting an enemy can be counterproductive so you often proceed with general attacks on the horde, trying to have everyone in sight; this, however, in certain situations, is difficult and above all on two occasions: when we are at the edge of the arena and when we are in the presence of enemies with a certain size who simply hide our alter ego and any enemies around.

A further problem occurs when higher-ranking enemies are kept alive by others who, at a certain point, come out of the main body: being often out of frame, it becomes impossible to target them, compromising the outcome of the game. It doesn’t always happen, mind you, but you get the feeling that if cornered, the camera isn’t fast enough to follow the action and isn’t well positioned indoors, turning fun into frustration. But this is perhaps the only real limitation of a title that has many arrows in its bow.

REVIEW : Soulstice (PC)

One of these lies in the cast of characters, in which the protagonist’s Briar and Lute stand out thanks to their relationship (both voiced by Stefanie Joosten, Quiet of MGS V) and their growth within a world built through conspiracies and lies. While it is not a particularly original narrative, it is treated with care, with careful development of characters and context. Even the clichés are positioned where they are needed and, leaving out a perhaps somewhat predictable final part, several twists work, with the device of memories acting as the glue between one turning point and another.

In certain situations, we essentially witness a tie-in of the aforementioned Claymore and Berserk, the first for the inspiration that sees the creation of a special body of warriors (Chimeras) consisting in part of what is fought, the other for the style adopted in the direction, poses and some elements that recall the famous stroke left by the late Miura. Another element to take into consideration is the appreciable total lack of fan service, something that could have been pushed with a certain ease, given the busty protagonist.

The protagonist duo, therefore, exists as a function of the gameplay, in search of their place in the intricate destiny that awaits them through mistakes, sacrifices, the search for forgiveness and the acceptance of the evil necessary to stop a greater one, which will open wide the doors to possible sequels. It is incredible, however, how coherent everything is and this is perhaps what gives prominence and charisma to the characters, tainted by a design that is a little too derivative (even if some stylistic flickers are present). Briar and Lute mature together with the player during the adventure, but without forgetting that beyond this, there is a lot to do.

REVIEW : Soulstice (PC)

All the weapons will come in handy in combat since many enemies can only be faced within a certain field. A bit like the demonic and angelic weapons of Ninja Theory’s DMC Devil May Cry, we should switch fields based on the enemy faced but this comes at a price. Lute cannot keep the field active for long and once abused, it will disappear leaving us at the mercy of the enemies. All of Lute’s abilities can be potential, activated and deactivated according to our tastes but there is one thing that she, and only she, can do.

Referring to the transformations of Briar we referred to the plural: at the highest level of Cohesion, Briar can lose control, practically transforming into Gatsu once he wears the Berserk armour, going into a state of uncontrollable fury and which we can only witness. Through our commands, it will be Lute who will put a stop to the madness in which Briar finds himself, under penalty of the game over with the protagonist who will become Transcendent, sowing destruction in the world. This is where Berserk is fished, with Lute able to hold Briar’s sanity together.

Their relationship, therefore, is marked by a tactical, gameplay, narrative and functional balance for the player, since their interaction with numerous dialogues, even in combat, reveal new strategies to be adopted or suggestions. Soulstice is full of dialogues, even in the aforementioned boss fights, fundamental to characterize the characters but also to create a credible atmosphere that invites the player to find out more through the appropriate diary.

The gameplay is therefore a union of all these features in which you have the feeling that each clash is another piece of history, a tale with blades that has nothing chivalrous but which work as a perfect glue in the evolution of the events. . Towards the end, perhaps it is abused a bit, with the developers probably getting carried away a bit, but in general it is a homogeneous package that is just waiting to explode in a sequel that perhaps is already planned.

Soulstice, therefore, is a good breath of fresh air and a demonstration that in Italy it is possible to create something that can rival the veterans of the sector. It is true, at times it is derivative and with really clear inspirations but, amid all this reflected light, the title of Replay Game Studios shines with its light, making it a candidate as one of the best surprises of the year.

REVIEW : Isle of Arrows (PC)

LEAVE A REPLY

Please enter your comment!
Please enter your name here