Being the first PS5 Metroidvania I've played, 'Afterimage' did well enough to impress me on the visual front. It is up to par with new-gen standards in both the visual and audio department. As a Metroidvania it features a mostly linear progress path with the occasional side routes and backtracking for finding the hidden items, and boss fights that you'd have missed otherwise. Filled with a constant back and forth narrative between the main Goddess blessed protagonist Renee, and her pint sized partner Ifree we are provided a constant reflection of past events as well as a catching up to speed of the current goings on between gameplay sessions. Almost to nauseam.
It seems the world of Afterimage is not unlike that of the fabled lost city of Atlantis. A world of magic, and mystique. A world where it's people are lost without the presence of their Goddess, and unable to pass from the living into the life stream without the assistance of specialized individuals. In fact that's where the playable protagonist Renee, and her tag along tot Ifree come into play. They act as a means to help wayward souls on their journey from the ruins of their civilization. Using bone relics from the deceased to do so.
As fate would have it Renee's troubles have just begun. The arrival of monsters heralds a coming threat that wasn't foreseen. It is in the initial encounter, and fight to the death with one of these flaming beasts that Renee finds out her true power and purpose. She doesn't die like the rest of her people, and therefore can continue beyond death to aid others in her ongoing quests. Quests of course are the driving force in 'Afterimage', and it is with quests that you'll forward the plot and reveal in the intricacies of character relationships. Facing off against lesser enemies, and bosses while looting chests, finding echoes of memories, and pursuing an enigmatic hooded figure who seems to have her own goals for the fantasy world.
Armed with a main and sub-weapon, a spell book, Afterimage abilities/mechanics, and an equipment loadout Renee is set to embark on her adventure. As with most modern Metroidvanias this adventure, as it were, comes with checkpoints and branching paths. That as well as earned mechanics, and a skill tree. It is the skill tree, in particular, that allows Renee to buff her base RPG stats such as damage dealt, health, defense, MP, and other things tied to her overall performance. Weapons, on the other hand offer their own damage stats, and can be swapped out when new weapons are found.
Additionally armor in the form of dresses, boots, rings, and headgear can be swapped out to alter stats as well. Leaving the Afterimage abilities to perform as mechanics like a dash or double jump. Something that is unlocked through key boss fights, and that allows for backtracking to places you couldn't previously access. You even have a healing mechanic outside of all that with which you can heal Renee on a limited use basis when it's built up or refilled at a checkpoint tree. This along with quick access slots tethered to the DPad allows for assigning potions and other single use items that will also aid in survivability, and further progress.
The Verdict ...
As heavy handed as the plot, and storytelling through characters is there is still some mildly meaningful Metroidvania action to partake of. That being said gameplay is quite basic yet not so basic by design. It has a mirage of complexity that makes mechanics seem more involved than they actually are. That, and the skill tree as well as the weapon and armor loadouts does little else than provide a variety to the tools, and stat buff system. Something that could have easily been traded for more enemy variety, and more deeply involved environments.
In hindsight the main selling point definitely seems to be the character and plot building. Less so in regards to combat or traversal. For what it's worth though the presentation is as magical as the magical world of Afterimage, itself. A stunning spectacle of hi-res and hi-def sights & sounds. Beyond that it's an anime epic slimmed down to a budget priced and force fed story within a basic Metroidvania gameplay setup.
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