The lightly true-to-life sci-fi dystopian action RPG known as, "Crymachina" perfectly reflects our current human plight, and humanity's futile efforts towards transcending the limitations of itself through the 4th industrial revolution. This latest reflection of where society is headed, by the developers in leagues with NISA, comes with a bleak yet somewhat prophetic outlook regarding the last remnant of humanity, and it's pursuit of survival beyond self-inflicted extinction. Humanity's ultimate goal, in this case as in our own, being that of potentially resurrecting the population of Earth in a future where their newly produced cybernetic bodies are host to their human souls or harvested personal data.
Through the dying main protagonist Leben Distel we find a girl afflicted a mysterious illness at some point in the distant past. A girl with a disdain for people who, after death in a hospital, wakes up ages later aboard humanity's AI driven ark known as EDEN. A space vessel that was launched, controlled, and managed by human created AI entities known as the Dei Ex Machina. Guardians and constructs of an expanding effort to bring back humanity in it's new form. As a bank of souls in the form of personal data EDEN is operated and maintained by the eight Dei Ex Machina guardians. A once jointed effort to sustain mission objectives and revive, in due time, the previously extinct human population via their synthetic E.V.E. forms.
Some time after the events of the launch of EDEN, in the distant future, the leader of the eight Dei EX Machina goes missing without a trace. His absence sending the remaining seven Dei Ex Machina into disorder and chaos. Resulting in the loss of personal data, and the corruption of the system. A rogue Dei Ex Machina in the form of the childlike Enoa summons three hopeful human candidates in the form of Mikoto, Ami, and finally Leben during the chaotic upending of order.
It is Leben, Mikoto, and Ami's duty as potential human candidates to fully restore their humanity through obtained personal data so that they can take control of the remaining Dei Ex Machina who are currently at odds with one another, as per programmed law. Restoring, as they do so, the entire personal data catalog. By fighting these Dei Ex Machina, and their Cherubim armies the trio of humanity's last survivors will, in essence, obtain the personal data needed to transcend their now cybernetic bodies, and become a real human. In turn leading the lost Dei Ex Machina to do as initially intended.
With a mix of Soulsborne gameplay, and visual novel style storytelling the world of Crymachina comes to life, albeit artificial life. In it you control either the resurrected Leben or Mikoto as they take on main mission, and sub-mission objectives pertaining to their fight against the remaining Dei Ex Machina and their armies of Cherubim. As either protagonist you will use a specialized set of combative weaponry fit to your E.V.E. body. This includes two auxillery weapons that operate on a cooldown as well as a main melee/gun weapon that can be used to deal damage to the boss-like and minion-like entities you will encounter.
The melee weapon, in particular, deals damage via launch/slam vertically as well as horizontal combos. The auxillery weapons on the other hand can be individually placed like traps in the arenas to shoot limited time projectiles towards the enemy/s. Beyond that each character can go into an Awakened state upon meter build up (through combat), and deal greater damage for a limited time. They can also toggle on auto-dodge abilities during this heightened state. Something that must be done manually otherwise through an evasive dash or a timed parry in accordance to a telegraphed purple or red spark.
Most of the game will be spent fighting the Dei Ex Machina, and the Cherubim among other key characters in order to not only gain personal data for humanity sake, but to level up the E.V.E. of the main two protagonists through earned and spent ExP/EGO points. Both of these point based currencies are obtained through battle, and various feats/milestones rendered. They can be spent to upgrade what is essentially soulsborne base stats as well as combat component functionality.
You can even change out auxillery parts as well as melee weapons as you gain access to them via the obtained items that come both from battle, and ventures out into the sub-net (sub-missions). Additionally ExP/EGO can also be earned through tea time conversational sequences with the main group of female protagonists back at the imitation hub world. This also opens up character building, and the further fleshing out of the story.
In the way of extras you'll be unlocking a sort of bestiary pertaining to the defeated Cherubim, and Dei Ex Machina. You'll also, in your efforts, unlock insider info on all the main characters as well as details about the former Earth, and the timeline of the EDEN vessel. Beyond that lies a soundtrack for listening to, and even a "Casual" toggle to make the arduous task of the soulsborne slog a more doable experience for those off put by it.
The Presentation ...
Artistically Crymachina takes on a whole new style of visual aesthetics. Character avatars come at you like a Yuri visual novel inline with the mostly female casting. It accents the flirtatious, and sometimes sexually hinted overtone of relationships between the collective of girls within the game. This style also carries over slightly into the 3D models. Giving the girls a more slim and trim Yuri build. It could be said that this is gaming's first Yuri focused soulsborne as a result.
As far as the environments are concerned they are not all that inspiring. Blocky and barren cuboid vistas of a futuristic nature lightly akin to the ship interior in 'Event Horizon' or the labyrinthine Hellscape in 'Hellraiser'. This kind of helps in that the combat is very flashy, and if the environments were colorful and highly detailed it would make reading the boss's telegraphed attacks a much more difficult ordeal.
The Verdict ...
I fell in love with Crymachina though I did cry out in anger a time or two due to the frustration of trying to get accustomed to the unique take on battle mechanics. While the game does harbor similarities to more slower paced soulsborne titles it is fast, and fluid. If you're spamming attacks in a consistently in an up close and personal manner you're gonna die fast. It's all about the in and out tactics. Getting in to do damage, and getting out to dodge or strategically place your auxillery support as you slowly recover HP. The added fact that characters can go into a powerful awakened state, and can auto-dodge projectiles or attacks helps to this end.
In the way of storytelling, and character building Crymachina does alright with it's pacing though it might feel a bit rushed with a sort of flashback style of recollection used to catch the gamer up to pace later on. Even so the characters are rich with personality, and quirks that make them each standout. You'll no doubt find your favorite among them even if you are a guy gamer. I say this because this plays out a lot like a Lesbian (Yuri) visual novel, and not like the usual male protagonist inclusive NISA release. It's mostly an all girl casting, and there is some sexual tension displayed between the four main characters that obviously points towards it being more LGBTQ+ friendly. Something that plays emotionally into their battle for survival.
If I were to rate the experience I'd say Crymachina does what it was intended to do. It offered something new for long time NISA fans. It's major difference being that it deviated from the usual art style, and gameplay loop. It even gave an interesting new story that is socially relative. In fact the story hits home in more ways than one given what we have witnessed in our own world. If you fancy seeing what I'm talking about the game releases on the 24th of this month. On physical and digital. Be sure to stop by Twitter and let me know what your think if you do buy into it!
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