I've seen that in recent years some releases are overshadowed, or swallowed up by a tide of other titles that, fortunately for some and unfortunately for others, are released around the same time. Itorah caught my attention on that aspect, because while its trailer convinced me without problems, I saw a dissonance between it and the reception in general, and I was intrigued to know why. And it’s that the game is presented to us as a Metroidvania, but one that lacks some of the most important aspects of the genre, in my opinion. There are almost no secrets, and the progression is very linear, since that magic of going back and exploring again some old areas, but with new abilities, is not as present. It's not a bad game, I enjoyed the experience, but it is true that I felt it was very bare-bones and sometimes monotonous, although it is adorned by some cool visuals that add their own weight to the game. The story is one of the most interesting parts of the game, for me. We follow Itorah, a young girl who wakes up in some sort of ancient temple after a long sleep, and encounters a mystical, talking axe on her way. Their mission will be to cooperate, fight against the corruption that is eating away at the lands of Nahucan. As we travel through the world and meet its inhabitants, we’ll gradually get deeper into the plot, seeing glimpses of the past of both Itorah and our talking tool, and learning about what has happened through Nahucan over time, culminating in a nice ending. It's a somewhat predictable narrative past a certain point, but I found it all very enjoyable. The visuals are the aspect that caught my attention the most, especially the character design. Itorah's animations feel super fluid, from running and attacking, to simply crouching or looking down from a platform. Her movements constantly amazed me, and were a big part of my enjoyment of the game. The NPCs also have their own neat designs, but only a handful have any animation related to their relevance. Enemies are varied to some extent, as some are quite repetitive in some areas, and bosses are what stand out most on the antagonist side. On the other hand, some environments and backgrounds look slightly less detailed, although this doesn't detract from the overall gameplay. The music is great, though! The gameplay is where I have the most mixed feelings. I felt that there is a very linear loop, which consists of reaching an area and advancing until you come across a fork; on one side you'll have the door to continue progressing, on the other the key to it, and that's it. This is repeated in almost all areas, sometimes there are more doors, some half-hidden chests and little else. Occasionally we’ll come across an abyss too long to jump over, or a wall too high to climb, hinting that we can return when we get new skills and continue exploring. But the reality is that, behind most of these obstacles there is nothing new hidden, they are just blocked off areas that we can't access until we get there by story progression. This detracts a lot from the exploration, makes the skills feel like just another key, so to speak, and is not at all rewarding. But the skills themselves were a lot of fun for me, along with the platforming parts. Even if the world was linear, my entertainment was going up as I unlocked new moves, as chaining them together can gain you more travel speed, and it looks very cool. Unfortunately, Itorah has a stamina bar, which prevented me from going crazy and reaching unstoppable platforming speeds; but hey, what I did manage to accomplish wasn't bad. In addition to the magical double jump and other ways to move, we’ll make use of our axe in several ways, both throwing it boomerang style, as well as performing downward attacks to bounce on some surfaces (similar to the beloved "pogo" of Hollow Knight). I'd like to say that the combat entertained me just as much as the platforming, but it just feels too monotonous and easy most of the time, especially when the enemies and environmental hazards don't do enough damage to be a bother. It's enough to just stand around mashing the attack button to deal with most of the monsters. The bosses, on the other hand, provide us with a bit more of a fun challenge, as each has its own mechanic, such as one that is only vulnerable to pogo attack damage. Adding their roles in the story itself, they are the part I enjoyed most about the combat, without a doubt. As a final point, I comment that there are some character upgrades, such as health and energy, too. In conclusion, Itorah is a game that perhaps falls short as far as Metroidvania is concerned, but a nice adventure nonetheless. Not presenting much of a challenge, it could be a good entry point into the genre, and it has a nice story with characters that I really liked, along with visuals that accompany well and a great soundtrack. Despite the ups and downs I experienced in terms of gameplay, I can say it's not a bad game, I enjoyed it and I don't regret it by any means, but I must admit I'll remember the disappointment more than anything else.
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