Monday, April 6, 2020

Grimvalor (Nintendo Switch)

Originally an iOS touch pad focused game, "Grimvalor" finds it's way to the Nintendo Switch in a competently readjusted port that makes the Metroidvania Soulsborne experience that it is all the more engaging and atmospheric in the console sense. Taking place in a cursed kingdom known as Vallaris the game puts you in the role of a nameless female or male scout who is assigned to search for the missing King Valor as encroaching monstrosities make their way in. Armed with dual weapons, Metroidvania mechanics, and equipment fitting for the task you will fight your way through multiple paths crossing both the land of Vallaris and the Nexus hub.

Starting off on a purposefully introductory note Grimvalor allows you choose your hero or heroine, and take part into a tutorial stage before being thrust into the lore, and deeper mechanics. As the female or male protagonist you will find that your abilities which are tied to the four face buttons of the Nintendo Switch console often times have multiple functions depending on in-game circumstance. Weapons which are the key component of battle, for example, come in a basic and charged variety that can be equipped at the "+" menu. The base weapon allows for quick slashes, or if held down, repeated slashes. The base weapon, like the charged weapon which runs off of it's own gauge, will deal damage to enemies so long as you have the energy to use it. The biggest difference with the charged weapon though is that it can be used to break environmental barriers or as a way to better deal with more beefy/armored enemy types. Something that adds to the strategy portion of gameplay. Both weapons, regardless of type, can be used on the ground or in mid-air. Making them a versatile option in combat situations.

When it comes to mobility you'll find that the "B" button acts as a jump, double jump, and as a way to run up walls. The jump can be combined with the dash/dodge as well in mid-air to clear gaps in the floor. Dashing, as it were, also has a dual function in-game. Pressing forward on the left thumbstick plus "A" will cause your hero or heroine to dash a fair distance forward. Both on the ground, and in the air. If "A" is pressed as an enemy attacks your character will perform a dodge, or roll behind the enemy giving you a chance to retaliate, and deal some damage as they recover. In regards to environmental interactions pressing "Y", the same button for attacks, will interact with switches, portals, rest shrines, and locks as well as allow you to pick up key items.

Once past the intro stage you will find yourself  traveling along a map that has multiple paths with each path or stage harboring it's own goals, secrets, and enemies. To 100% complete a given stage you must find the hidden treasures as well as complete the checklist goals. Along the way you will face lesser, and greater enemies as well as bosses before you reach the game's version of a checkpoint. The greater enemies which are called hunters are like sub-bosses, and often times come into play with other lesser enemies while the lesser enemies usually congregate in mobs or singles. The bosses, of course, are an end stage ordeal and will require certain tactics to overcome. Making it to certain parts of the stage map along the way will get you to a rest shrine or checkpoint that will allow for attribute upgrades as well as health, charge meter, and mending vial refills. Doubling as a save place to continue from should you die shortly thereafter. Killing enemies before you reach a rest shrine will score you soul shards which basically fill up an XP meter. A meter that once filled will give you four upgrade points to spend on things that effect health, attack, attack speed/critical hit chance, and restoration of charge meter via shard pick-up. You can also access to inventory menu at these rest points to change your base weapon, charged weapon, armor, and trinkets. It should be noted that as you level up you'll also earn more trinket slots which will allow you to equip more trinkets. Trinkets range from the healing mending vial to buff inclusive accessories that will help you as you face more difficult foes, and environmental scenarios.

Outside of the main loop of map traversal, and stage conquering you'll find a Nexus hub where vendors, and fast travel options come into play. As you continue playing you will encounter certain characters which will join you at the Nexus offering their services for the main currency. One early character will offer mending vial upgrades, and base weapon upgrades for a price. There's also a forge where you can pay the main currency for new weapons with different damage stats and perks. For those of you looking to perfect your playthrough, and 100% the game you can use the Nexus fast travel portal to backtrack, and find those missing treasures or secrets you missed or couldn't access the first go around. As a Metroidvania you will find this backtracking necessary both for leveling up, and obtaining items that you'll need to go forward deeper into the game.

The Presentation ...

Grimvalor is what I like to call a 2.5D Metroidvania. It borders on being 3D in nature while maintaining the 2D platforming. The locations are presented in a dark, and brooding manner accented by orchestral, and vocally enhanced soundtracks that add to the foreboding atmosphere. You'll find that as your character loses health, and nears death the world view around said character grows dim as if it were in the view of a person experiencing tunnel vision or a near death experience. Visual details like this as well as the highlighting, and shadowing of certain enemy types makes the world feel all the more alive. Those things, and the special effects really breathe life into this game's experience. In regards to controls the multi-functionality associated with the usual button variety really works well. It suits the Nintendo Switch, and I feel it's something that will make the experience even more user friendly than the original iOS touch screen setup.

The Verdict ...

I was pleasantly surprised with how this game turned out. When I first saw the trailer for the iOS version it appeared to be too mobile-like for my own tastes. It honestly looked rather simplistic in design, and that worried me a bit. Thankfully I experienced it in full for myself, and on the Nintendo Switch. It turned out to be quite the entertaining, and enthralling Metroidvania Soulsborne hybrid. Something that seemed to take inspiration from classic Metroidvanias, and Soulsborne games. I really liked how the developer kept the controls simple, and user friendly, and how smooth the gameplay was as a result. It allowed me, as a player, to focus my attention more on enemy strategy, and weapons application than having to fumble around trying to meticulously act/react as the intensity of the fight reached it's crescendo.  Also worth noting is the darkly moody visual design that is complimented by an amazing orchestral soundtrack. It has a Gothic appeal fitting of the Soulsborne inspiration. Overall it's a good game worthy of the asking price. Kudos to the developer for pulling off a proper port to console!



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