6
Nocturnal is not a Metroidvania proposal, although it seems so to the naked eye. Perhaps this perception will return at certain moments in the game, when the combat forces you to be exact in your dodges and attacks, and the setting is your biggest enemy, the biggest puzzle. However, this adventure is smaller than it may seem, although its artistic and narrative style may make us believe that we are talking about a great production, coming from a well-established studio.
Sunnyside Games is a developer switzerland founded in 2013 that it found its worth in the mobile market, one where competition is fierce and to shine even minimally is quite an achievement. It is here where Togawa’s video game managed to gain enough acceptance to have a sequel. It should be noted that the first part came only to mobile devices, and the sequel managed to make the leap to consoles and PC. Thanks to his background, he found an ally in the Dear Villagers publisher to carry out his new proposal, designed from the beginning for desktop platforms.
Nocturnal Analysis
The wonderful play of light and the usual comfort of the flame against the thick fog
The main feature of Nocturnal is the use of fire, since this will be necessary when it comes to overcoming the main obstacles of the game: a stage full of traps, shadow-shaped enemies and the odd puzzle. Its implementation gives the game a touch of extra charisma, giving it a differentiating element that will stay with us, since from start to finish the game puts fire first, both at a playable and narrative level.
This use of light greatly helps the visual majesty of the game, constantly calling your attention with its swings and at times when the flame is extinguished, which are not few. The flame is also used to clear the ground, clearing away the undergrowth of this ruined place to give it back something of its pinnacle past. This has a particular playable weight in a very specific scenario, and it is something that you do not see coming.
The 5 indie Xbox Game Pass games you must play
we are xbox.com
Of course, the sword imbued with fire It will be very useful against the enemies that are blocking your way through the stage, such as warriors in armor, humans. They will take extra damage when you attack them with fire, which will shorten their threat time. Its main use is against the shadows, which will not receive any damage, unless you attack with fire. The fire will have a time limit, so you will have to measure your times and have a source of fire nearby to deal with enemies and the stage itself.
Although the subtle elements are appreciated, it is the constant use of flame which gives a pleasant particularity to the game. Its constant use is a wise decision, and it is the fortuitous events that are generated around the presence of the flame or its absence that will stay with you when you turn off the console. It is the main reason why this game could transcend.
At first contact, this looks like a more than competent Metroidvania.
On its Steam page you can read that Nocturnal is more congenial with the idea of being a 2D side-scrolling game, one of action and platforms, although sometimes it has nothing to reproach the best Metroidvania on the market. This only lasts a few moments, dissected throughout the game, either in combat and, above all, in the scenario approachhow there are certain connected parts and secrets to discover.
Of course, this idea is lost a bit when playing for many hours, since the game does not have a dense progression system, and in turn does not have additions to the increasingly famous roguelike. He dying is not a problem just in case your save point is close, since the points that you can spend on improvements for your character are not lost. This takes the tension out of the game, in favor of being somewhat more generous with the public that prefers not to go through those moments of frustration.
Your skill tree is very sparse, in keeping with the few hours the game lasts. Although it loses density due to these decisions, its secret to liking a wider audience and not very comfortable with the current Metroidvania is in that simplicity. Unfortunately, adding a progression element feels put by inertiaby compromise, since the game would work perfectly without this option.
The stage, full of traps and with a beautiful hand-drawn
The most present and forceful enemy is the stage, full of tests to overcome. You can jump and in the air boost yourself using the attack button to reach high elevations. This double jump also serves as an attack, and this detail is very important when you are in the middle of chases. Sometimes jumping and attacking in the air at the exact moment can save you from repeating the scenario for dying.
The challenges are what hard enough to keep you interested, as the element of fire is something that is present in every interaction, and until you get used to its use in melee and later, at a distance, these challenges will not be entirely intuitive to you. Of course, Sunnyside Games has not been able to completely get rid of the challenges that must necessarily be overcome by trial and error, taking some of the fun out of the more complicated challenges. Since there is hardly any penalty for dying, this trial and error is even more annoying.
The 2D scenario is one hand-drawn, managing to offer beautiful and desolate landscapes, significantly improved by the dim lights of the flame that will accompany you for a good part of the game. This is, if anything, the developer’s most substantive brand, showing its expertise in this area in previous games, such as Togawa, limited to the mobile market, and its sequel, which is also found on consoles and Steam.
The story provides context, told in secret places and through the setting: a wise decision
Ardeshir decides to return to his hometown, after hearing dastardly rumors about his order. As a good soldier of the perpetual flame, he will have to investigate the appearance of a dark mist that gradually covers the island of Nahran. There are few recurring characters, with ambiguous and short dialoguesand therein lies the beauty of the narrative in Nocturnal.
The game is linear and traditional, but it is not at the time of narrating. Whether by intentional decision or by not wanting to give it much importance, the story serves as context and does not extend into dialogues that we could find in a novel. events are explained through letters left in hidden points on the map, so it will depend on your own interest if you decide to look for them.
The enemies and setting are also used to give you some background if you’re interested. Your first encounter with the mist and the appearance of a relentless enemy are also ways of counting a story, one that is typical of the video game, by making you part of the moment.
Conclusions – Nocturnal Analysis
Although most of the combats don’t shine and the difficulty of the puzzles and platforms depend, for the most part, on trial and error, these points become small details. thanks to its visual section and its rare situations of genius, where the game knows how to be subtle and gives you a piece of history about the plot or a specific scenario.
There are minor glitches in sound, abilities, and enemy behavior, but game developers claim these issues are unique to the game before release. day one patchso it shouldn’t mean much of a problem for the general public.
The game is so straightforward that you can skip the elements that you should enjoy in your first game, such as the story and the art, to jump right into the gameplay and complete the game in the shortest possible time. Many of its accessibility elements are speedrun orientedso there is an extra incentive to enjoy Nocturnal.