Wednesday, September 28, 2022

Watcher Chronicles | PS4 Review

Following in the footsteps of established Soulsborne titles, Third Sphere Game Studios' "Watcher Chronicles" aims to tackle the 2D side of the genre in a unique way. Taking hints from games like Dark Souls, Elden Ring, and Salt & Sanctuary this cartoony, and seemingly lighthearted take stays true to the inspirations, but deviates ever so slightly allowing for more fast paced and fluid combat. 

As a female or male knight of your choosing you begin your journey through purgatory as you face off against a skeletal army of fallen angels known as the Watchers. These devilish denizens are hellbent on turning purgatory into literal Hell. You are all that stands between them, and that goal. Armed with a secondary, and primary weapon as well up to three rings you will use your might & magic as you slay the demons lying in wait. You will either succeed or fail trying. 

Watchers Chronicles is as straightforward of a game as they come, and aside from a basic tutorial explaining away the mechanics you are thrust right into the fray sword a swinging. After having selected either female or male as your gender, and having named them you will be introduced to the realm of purgatory, and it's resident evils. You start off with a sword, armor, and a bow. The sword and bow are dependent upon two different meters for use. The sword, in particular, will exhaust stamina whereas the bow requires energy to shoot. Something that is only refilled through save shrines, or through the killing of lesser enemies. Aside from that you are governed by a third meter that is health. When health is fully depleted you will die, lose your collected gems (currency), and restart at the latest save shrine. 

In the way of mobility, and maneuverability you'll find that your character has some dodge options that also are governed by stamina. This includes a backwards hop, and a forward roll. Interestingly enough you can actually perform these evasive maneuvers in the air. You can even jump and swing your sword in the air if so desired. In the way of defense you even have a blocking mechanic that will negate hits. As with the evasive maneuvers the defense carries a "Just" mechanic that when timed right will slowdown the enemy's recovery, and allow for a punish. It also creates a brief state of invulnerability where your hero will not take damage.

Beyond the tutorial the world of "Watchers Chronicles" is broken up into a hub world, and the actually layers of purgatory. These are made accessible through direct travel as well as the save shrines that double down as teleportation devices that will take you to other visited shrines. Closer or further away from the hub area. The hub area, itself, has vendors that will allow for weapon/gear upgrades and will allow you to spend collected gems on items, magic, and gear necessary for building up a strong character. There's a Nephilim blacksmith, a shady items vendor, and a Magic shop owner who will sell spells for a price. That price being the purple, red gems, and coins you'll find along the way. Of course equipment or inventory is strictly limited on a what you can equip/carry basis, but if managed well you can find a build that best suits the way you like to play.

Within your inventory you will find a slot for armor, a primary weapon, and a secondary weapon along with three slots for perk inclusive rings. This is how you build your hero according to your preferred playstyle. Out in the world while you are conquering lesser minions with your combos, and dealing the deathblow to the Nephilim bosses you will find the occasional loot locked up in treasure chests. This affords you new gear, weapons, and items that are crucial to progression. Sometimes leveling up the amount of potions you can have on hand, among other things. Potions of course are a limited commodity, and while they can drop from enemies the only real refill option is to save/rest at the save shrines. 

The Graphics & Sound ...

Visually "Watcher Chronicles" looks, and plays a lot like "Salt & Sanctuary". It has that loose animated paper doll aesthetic with a very cartoonish design. It's not as foreboding or menacing as a lot of the Soulsborne games. Where it lacks in those things though it more than makes up for it in the challenge at hand. The game is very much a Soulsborne title, and it takes patience to deal with the bosses and lesser minions. Getting greedy will get you nowhere fast. Trust me on this. That having been said the combat is fast and fluid. Allowing for grounded and aerial attacks as well as more involved defensive options. The fact that you have ranged weapons and attacks adds more options to the pool of available mechanics. 

Audibly 'Watcher Chronicles' has a surprisingly standout soundtrack. Something that borders on being apocalyptic or that of a European fantasy vibe. Sometimes orchestral in delivery, and other times more melodic, or gloomy. An odd choice for a game that doesn't look as prestigious as the bigger, more well known Soulsborne titles. 

Extras ...

In the way of extras you will find that you can map the controls to your liking. Something I deem as a must considering how awkward the original layout felt. You'll also find a randomization of loot, and that this loot will carry over along with your upgraded hero into a NEW GAME+ that gets progressively more difficult with each consecutive playthrough. The replay value is definitely there, and this game will most certainly give you a challenge worth seeking out. Perhaps a bit indie, but challenging in the vein of the Soulsborne legacy.

The Verdict ...

Having spent time playing, and reviewing other Soulsborne titles I was initially kind of put off by the "Watcher Chronicles". To begin with it felt like a budget indie that was below quality indie specs. That opinion changed though as I confronted the first few bosses, and felt how well done the combat was. The controls are super responsive, and the mechanics play out perfectly with them. I think the light weighted feeling of the character, and their reaction timing was put together in a complimentary way. Alongside an animation style that is articulated enough to visually make sense. Sometimes, in games like these, you'll get these floaty feeling experiences that just doesn't jive, but this one nails it. Even the platforming feels good. The fact that it has just defends, and just dodges along with aerial capabilities really puts this Soulsborne on the next level. I think it's competently created though still a bit basic. Does it warrant the $19.99 price tag? I think it does, especially with the replay value. The developer going the extra mile to add that in really helps the experience out.




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