Monday, December 5, 2022

The Knight Witch | PS4 Review

Welcome to a magical world on the brink of destruction. A fairytale world of Pagan-like peoples, goddess-like knight witches, and technocratic elites. It is here that the war between the natural world, and the unnatural is playing out much in the same way our similar real world problems are. With their leaders pushing technology, and science to the point of no return they face the consequences of those actions. The treachery ultimately turning this once flourishing fantasy planet into a dystopian wasteland while forcing it's inhabitants towards a do or die situation, much like our own. 

Just as things seem hopeless four named knight witches of legend including 'Robyn the Angel of Destruction' emerge to combat the elite and their army of war golems. We get to see, in retrospect, Robyn's brave stand against tyranny as she fight's to stop the devastation in a battle won long ago. In the heat of said battle, and through the spiritual links with her people there Robyn and her knight witch companions manage to punch a hole into the surface of the planet revealing a lost underground habitat forged by an ancient civilization. A new hope for the desperate surface dwellers. That is until during the anniversary celebration of the secured victory years later fate comes calling once again. A perilous predicament where the knight witches, and their people are faced with a familiar threat. Though this time around a would have been knight witch in the making named Rayne, and her supporting infernal husband Akai take on their role as the heroines and heroes of this modern day war for what's left of their natural habitat.

As Rayne your untimely calling as an unofficial knight witch has you navigating the underground labyrinth Dungeonidas. A place that you and your people now call home. After a botched celebration of a memorialized past victory in this once safe haven, the technocratic elite and their army of golems comes wreak havoc. Out for blood a mysterious person among their ranks is guiding the army, and her minions to hunt, and kill the knight witches. As Rayne you only stumble upon this unfolding plot by chance after the golem invasion takes your new world by surprise. 

As you make your way through barriered entrances, trap laden tunnels, and golem infested strongholds you will be tasked with both eliminating the enemy, and rescuing the people caught in the crossfire. Forwarding the plot through contextual conversation brought on by key characters that cross your path. All of which is sandwiched between sectional battles of wave, and boss based types. And it is through these bonds, and the associated spiritual link mechanics that you'll be better prepared to deal with the escalating situation. Building up bullet power, and spell casting capabilities

Aside from the bullet and spell card focused arsenal at hand Rayne, herself, is governed primarily by heart health and shields. Something that can be bought from special skeletal shop vendors, or found in containers along the way. A limited commodity in a hazardous environment that will see you dead in a handful of hits taken if not constantly refilled. As she battles to stay alive Rayne has two main options for dealing damage in order to avoid taking damage. This includes an infinite shot that can be changed via spell or power-up, and spell cards that come in four varieties. Each with their own uses. Be it defenses, projectiles, or other attack items. These spell cards run on an energy source dropped by damaged enemy golems. Once powered up according to a bubble gauge you can spend the energy in accordance to the required energy count numbered on each spell card. The more powerful the spell card the more energy it will cost to use. While they are useful these spell cards are drawn randomly playing into the roguelite nature of this Metroidvania and shmup hybrid.

The Gameplay ...

At heart "The Knight Witch" is a metroidvania with shmup style gameplay. Taking place on an intricately woven, and gated series of rooms and pathways made known via an accessible map that does require some backtracking. A maze of discoverable area clusters containing new environmental threats, boss fights, and waves of enemy golem to defeat. That, and some hidden secrets and items for looting. Your playable character Rayne, within this living biome, plays like a shoot 'em up ship with a shot, and more powerful energy attacks in the form of quick access spell cards tethered to the four face buttons. Flying, shooting, and dealing damage through powerful spells. Also opening up new areas as her mechanics options become more varied by discovery. All in all her life, and progress through it is fully dependent upon what heart health she has left. Should she die before getting a heart container power-up or buying a cupcake from the shop vendors for the green crystal currency dropped by enemy golems she will respawn back at the last shrine she activated. These shrines help further the story through a specific stop and think option while simultaneously saving progress. Additionally offering access to a practice room where she can hone her skills, and a spell card management menu.

In accordance to spell casting at any given time Rayne can only equip several spell cards while having only access to a few of those at a time during gameplay. A limited number that rotates randomly, and can only be used if she has collected enough energy to do so. In addition to that is her link status. Something that she increases by meeting and freeing characters who are on her side. This linking mechanic opens up the option for bullet and spell upgrades. Making them more viable in the increasingly dangerous areas of the map. As she defeats golems, and bosses Rayne will also accumulate green crystal currency which can be spent at skeleton bakeries for cupcake health refills, and armor among other things. These offer a much needed reprieve from the shortage of health drops that can be found in the underground labyrinth. Of course other currencies, and items come into play as your progress offering up new opportunities for traversal, and overall progress. With energy or mana orbs being the most vital of resources outside of health for outlasting the bullet hell, traps, and golems. Something that is governed separately by a series of bubble gauges.

The Verdict ...

The Knight Witch is a game that mostly succeeds in merging the metroidvania and shmup genres. Combining the exploration and discovery of metroidvanias while implementing a shmup system that is reliant upon spell cards, and mana management makes combat somewhat frustrating at times, and unfortunately so. Making it rather difficult to avoid damage by the developer not distinctly showcasing Rayne's hitbox or giving enough room to dodge the bullet hell and spawning enemies in the cramped spaces. I often times found myself struggling to make even a few rooms in without dying, and died many times at each boss battle due to the easy loss of heart health. While that is a valid complaint that could use some addressing the game still serves as a cool experience that is manageable enough to enjoy. I loved the art style, and the narrative, and the characters. I just feel the mixing of genres fell a wee bit short of perfection. Approved for a purchase nonetheless.


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