Wednesday, April 13, 2022

Cathedral | PS4 Review


When one thinks of Metroidvanias they think of 2D platforming based map exploration, puzzle solving, boss fights, and looting. Decemberborn Interactive's nod to said genre that is "Cathedral" is no different in that regard. In fact it adheres so closely to tradition that it has a sense of familiarity by design. This extends through the pixel graphics, the chiptune soundtrack, and even parodied mentions of games that gave the developer inspiration.
 
From a starting standpoint Cathedral drops the player into the fray all willy-nilly with no clue as to who, why, when, what, or where. The only instructions you are initially given is to escape the cathedral which your re-animated corpse had found itself resurrected in. This includes navigating through several possible paths in order to gain the tools needed to make it further on. When it comes to capabilities in this task at hand you are a mysterious red knight with sword, and it is with that sword and other pieces of equipment found along the way that you are meant to progress. To progress to a point of understanding. You see, nothing about the game is explained outright. Not the story, or the character you find yourself playing as. It is only through progress, puzzle solving, and interactions with key characters along your journey that things gradually begin to make sense. That and a growing checklists of to-do quests involving the characters that you encounter. Giving you some sense of direction ...




After coming back to life in the Cathedral of Ivystone's nearby forest, your non-spoken knight of chosen namesake revives only to find himself with an urgency to reach the exit. Along the way, and through many layers of map laden maze, puzzles, and item acquisition the red knight slowly, but surely becomes equipped enough to get the heck out of Dodge, so to speak. It is in this escape though that he meets, by chance, a mysterious spirit known only as Soul. Soul's intentions aren't immediately known, but with Soul's partnership comes added benefits later on. Offering up puzzle solving, and mechanics boosting abilities to help our wayward knight do whatever it is he seems to be guided to do.




At base level the red knight can attack with his sword, pogo through breakable flooring or upon enemies with his sword, block projectiles with a shield, and shoot arrows from a gauntlet to trigger switches that interact with the area's varying platforms and walls. Of course the more you explore the more tools you'll find to combat the new addition of gameplay gimmicks. In the way of life and death the knight's existence is governed by three hearts of health initially, but can have that heart container stock increased upon finding other heart containers. Additionally the red knight's armor can be upgraded through Ivystone's vendors as can the health potion that refills after death as well as the arrow stock. You can even buy new items, and gear for equipping from the local townsfolk. Each with their own unique function tied to gameplay, and looting.




Looting in Cathedral is half the battle as you'll find early on. Monsters, treasure chests, and breakable walls/boxes will pour forth riches untold. You'll find bog standard golden coins, stacks of gold bars, green emeralds, rubies, and other luxury booty among the mixed bag of goodies. It pays to fight the respawning monsters, and minions for these rare and valuable items. The same goes for seeking out of the way secret chests and hidden stashes. With the wealth amassed you can choose to spend it immediately upon return to town on local wares, and upgrades, or bank it for later use. Banking is important in that with each death you are taxed 10% of your current collection. Nothing is as certain as Death and Taxes, as they say.




Exploration and adventuring in Cathedral, which is the point to it all, starts at the cathedral itself, and expands into outlying areas of interest including Ivystone, and neighboring forest as well as other realms of varying environments. Some gated off by door access, and others more easily transitional. As you find stuff, and make your way through the many mazes scattered across the game's mapped locations you will face the bosses that need facing, and meet the NPCs that need meeting. Boss fights, as they are, incorporate the knight's base mechanics as well as Soul's added abilities. Each given boss fighting you with patterns involving projectiles, attacks, and puzzle platforming elements. NPCs, on the other hand, offer up context via conversational text boxes, and can be spoken to multiple times to get different reactions. Ultimately leading to new questing opportunities that are made available via a menu checklist. These quests, and side quests amounting to objectives, target hunting, and even the meeting of certain NPCs among other things. All of it paying in kind. 

In regards to said quests travel is king, and nothing shows you where you need to go better than a map. The map, in Cathedral, becomes available in pieces that are found in certain areas and allows you to see and mark points of interest for backtracking sake when you've collected them. A way to minimalize misdirection, and fast track your trek to the end. That end involving the gathering of four orbs of spiritual/magical property that will, in turn, open a large gated door back at the Cathedral.

The Verdict ...

This minimalistic, but profoundly puzzling Metroidvania experience hits all the right chords with it's inclusion of mechanics, and gameplay features. The exploration portion of the game, in particular, is so varied in accordance to level design that it never gets dull. Often times making you think fast or die equally as fast. Death comes often, and making enough bank to get what you need in order to see the game through to the end is part of the overall challenge. While it is challenging it is not brutally difficult, and through checkmark statues you can pick up close to where you last left off. 

Visually the game is definitely retro inspired. A 16-32bit pixel design with decently applied character animations. The red knight in particular is very animated, and articulate. The soundtrack also hails back to those retro days with a straight up chiptune soundtrack with a song that sounds oddly familiar. The soundtrack changes in each area, and offers thematic alterations to tone. Making it atmospheric at times, and lightly melodic at others. 

As a Metroidvania Decemberborn Interactive, and it's developers did retro proud with their work on Cathedral. It's not groundbreaking, per say, but with it's unique identity and charm it offers enough to warrant a purchase at it's day one price. That price being around the $15 mark. If you haven't played it yet, and have a hankering for a meaty Metroidvania this might whet your appetite! It gets the Inferno's blazing seal of approval!




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