Monday, September 14, 2020

Minoria (REVIEW)

Warrior nuns, a holy kingdom under attack by witches, and a princess in peril. These are the things that make up Bombservice's spiritual successor to Momodora. With new visuals, a new story, new mechanics, and a fresh take on the metroidvania experience Minoria aims to lure those accustom to the developer's previous offerings as well as those new to it. Taking place in the kingdom of Ramezia a war waged between witches, and warrior nuns is in order. Started by the kidnapping of Princess Amelia this inquisition is one of penance and persecution. As Sister Semilla, and her companion Anna Fran you must make your way into harms way as you face the threat of witchcraft, and witches who are hellbent on using the princess in their diabolical ritual. Do you have what it takes to best a coven of evil???

Minoria, in laymen's terms, is a metroidvania soulsborne adventure. Down to the core. Combining elements of past metroidvania games, and soulsborne games alike. Offering up a blend of difficult boss fights, and metroidvania map progression with RPG leveling to boot. Beyond the basics of metroidvania platforming such as jumping, dropping down, climbing ladders and dealing with switches and traps Minoria utilizes a more souls-like approach to combative gameplay. Ultimately awarding perfectionists the chance to capitalize on experience points, and supportive incense items for flawless execution against would be foes and fiends. As Sister Semilla you have at your disposal your sword and cross weapon with which to deal damage, and that final death blow. While her attacks, at base level, are more or less hack and slash blows she will find other limited use attacks along the way that add to her damage output potential. 

Along with said attacks, and special attacks are the important defensive mechanics that are parry and dodge. Parrying will allow Semilla to negate damage if timed right according to the enemies attack indicator rings. She can also dodge using the same CIRCLE button in order to pass through harmful projectiles, or past enemies. How well you use these tools in battle as Semilla will effect how much experience is gained for her. Meaning that a fight that uses all key mechanics will bank more than an outright kill. By dealing damage as an enemy attacks causing that attack to hurt them you'll bank even more experience, for example. Experience points in the game levels up Semilla increasing her base stats, and health. Making her more prepared for the increasingly dangerous fights ahead.

Being the soulsborne inspired game that it is Minoria limits Semilla's ability to heal. Between each save spot that comes in the guise of an ink well and feathered pen players will have to make due with five incenses that heal only a fraction of health each. With even the lesser of enemies dealing major damage this makes each battle you encounter a crucial undertaking. How well you use parry, dodge, and your attacks will mean the difference from progressing further, and starting back over at the last save point. Thankfully you as Semilla's controller will be able to integrate healing with dodge, and parrying seamlessly once you get the hang of it. Most of the challenge comes in learning enemy attacks, and attack prompts or cues. They'll usually have a ring animation that flares up when they are going to attack or will use an attack that shows effects initiating in the environment before they release.

As you make progress you can check the map by pressing L1 on the controller. This will show save points, and parts of the map you've already been to. Navigating the world of Minoria is more than just avoiding pitfalls, traps, and fighting enemies though. You will find the occasional gated off areas that will require backtracking, and keys to get beyond. You'll also find key items like silver coins, incenses, or essences of fallen nuns that will afford you new abilities. Helping you to be more prepared for what's lying in waiting. Other things such as Archives can be found for backstory information. Details on characters, and important locations. That kind of thing. You'll even find context in the conversations between offscreen Anna Fran, and Semilla. That, and the other key characters you chat with on your vindictive journey. For the completionists out there there are accomplishments to be cleared by doing certain feats in-game. These accomplishments actually tie into the PSN trophies you'll be earning, and are named similarly.

The Verdict ...

Minoria is what I expected it to be having played through many different metroidvanias in my time as a gamer. While I'm oblivious to Momodora's contribution to the genre it was clear to me that Minoria was another genre hybrid joining the challenge that comes with soulsborne titles, and the metroidvania RPG elements tied with those kinds of experiences. Mechanics-wise Minoria does fairly well in providing the experience most gamers will expect. 

That being said ... with the new animations comes a looseness that makes gameplay feel more floaty, and less precise. Not to a game breaking degree, but by developer set standards it does kind of hurt the fluidity of platforming, and combat. In saying that I will admit I liked the art style. It was sort of cell shaded, and had an almost Legend of Zelda Wind Waker vibe about it. Something that was fitting for the story, and characters involved considering the developer's artistic approach. The story itself was oddly dark in nature while diverting from said darkness through a more child friendly art style. As to whether or not I'd consider this as a kid friendly game though is up for debate. There is blood, and violence that may or may not be fitting for a younger audience. For what it's worth I give Minoria a passing grade here. It impressed me enough to recommend it even with it's looseness. If you fancy a different take on metroidvanias this will no doubt whet your appetite. 

 



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