Upfront warning: I am going to complain a lot about a game I ultimately like and recommend. TEVI is, at the end of the day, an inferior Rabi-Ribi that's been meddled with by people who didn't understand what was so good about Rabi-Ribi itself. While it has a number of small improvements that iterate on RR's solid foundation (more moment-to-moment combat options, and more build variety), ultimately the vision has been watered down into something more forgettable, and if TEVI were the game released back in 2016 instead of Rabi-Ribi, it would not have stood the test of time, and we would have never gotten a sequel. Let's get into why. However, let's be fair and discuss what the game does well, because that list is both long and deserving of plenty of praise. TEVI, being a gameplay-first game, delivers on that front with a combo-heavy, stylish boss rush sandwiched by meaty segments of calm, engaging exploration with a truly satisfying number of secrets to find. Enemies all typically have gimmicks to learn and respect beyond simple contact damage, and there are a number of times where theorycrafting an advanced strategy (such as manipulating enemy position for an optimal dropkick-bounce) can earn you a stat upgrade before you're supposed to be able to acquire it. The world this all takes place in is diverse, colorful, delightful, and, at times, downright depressing. The tone is all over the place, but rarely in a way that feels jarring or thoughtless. The gradation between the aesthetic of each area is often sharper than I'd like, with few visual indicators as to what area you're about to head into when going through any particular area exit, but that's really a nitpick and hardly something Rabi-Ribi ever thought about, either. The boss fights are also appropriately difficult, though advanced players or Rabi-Ribi veterans will be displeased to learn that the game's highest difficulty is locked behind completion -- a fact that is couterbalanced by the ability to adjust the difficulty any time from the MC's bedroom -- a location that is accessible during the vast majority of the game. Nevertheless, the bosses have been... toned down, both in difficulty and otherwise, and it's such a shame because Rabi-Ribi's greatest strength WAS its boss fights. There's far fewer flashy bullet-hell attacks, and you can really sense that the one designing the boss attack patterns definitely cared too much about whether a given attack was visually or thematically fitting for a given boss instead of if that attack was fun to negotiate with or not. Granted, the fun is still there, to be had, but it's toned down. And "toned down" is a phrase that, unfortunately, applies to most of the game as well. The character design and tone of TEVI, in my opinion, is probably the single biggest downgrade from Rabi-Ribi, going from one to the other. TEVI is not really a happy game -- not like Rabi was, at any rate. TEVI has many depressing moments and somber locations, and the character designs are much more down-to-earth, less provocative, and -- key point here -- much less memorable. More western-looking, too, which is definitely a your-mileage-may-vary thing, but personally, I would take the Rabi-RIbi art style any day of the week. It was much cuter, and while there is certainly a decent amount of cuteness to find in TEVI (there are two... let's call them "secret" characters in a visitable in-game casino, who PERFECTLY demonstrate that this team can definitely make adorable designs!!! It is within their power!), I just have to ask: Why? I'd like you to see these quotes from one of the higher-ups involved with the production of this game: >"Tevi was developed by the team behind Rabi-Ribi and has made many attempts and improvements: enhancing the art style and combat experience, adding a more complete story, and adding voice acting." >"We analyze some factors that we believe are the obstacles to Rabi-Ribi’s marketing, such as a weak storyline or anime art style that might not be very appealing in the Western gaming community." >"In the early days of the studio, we tended to do whatever good ideas came up, regardless of what kind of genre or how well the market was performing." Do you see the problem? I'm not one to spin a tall tale narrative about the choices made by developers I have never met, but I cannot help see statements like that without getting the impression that Rabi-Ribi -- one of my favorite games of all time -- is seen as... embarrassing, to some of the people who helped make TEVI into what it is. Embarrassing, without realizing that "cute, happy, sexy, high-octane, super-difficult, exuberant metroidvania punctuated by thoughtful-yet-transitory moments of sorrow with a kick-ass, downright-DANCEABLE soundtrack" is exactly the one and only thing I ever wanted from Gema-Yue. There are just... so many depressing metroidvanias out there. So many dark ones. So many ones trying to inspire dread or fear or loneliness or just trying to be like Metroid. So many ones that tread the same damn ground, and it seems to me that a desire to go where others have gone before turned what was probably a much better in-dev concept for TEVI into something that, despite trying to be something special, ended up turning into something more run-of-the-mill. In trying to "improve," the foundation suffered for it. So, those quotes regarding the art style do anger me a bit. Rabi-Ribi's art style did not need to be "improved," and the tone did not need it, either. What Rabi-Ribi needed was, at the end of the day, just an editor and some more thoughtful moment-to-moment dialogue. Guess what? TEVI actually has that, and it IS a breath of fresh air. Having a three-person party is probably the singular biggest upgrade TEVI has over Rabi-Ribi. The characters play off of each other, and Tevi is a wonderful protagonist. I can't say enough good things about her. She's charming, she's funny, she's endearing. She goes through genuine grief and has some pretty damn soulful motivations for what she does. Even the sillier motivations you can still "feel," deep down. Celia and Sable are both welcome for playing off of her at pretty much every opportunity, too. Personally, I'd have preferred if Sable was a girl, but that's just a matter of personal preference. Either way, aside from some very small moments of contrivance, I really believed in their slow, meandering road to becoming friends throughout the journey. And what can I say about that journey? That it took place in a wide, sprawling world? Yes. That it was appropriately long and satisfying? Sure. That every twist made sense? NOT BY A FUCKING LONG-SHOT, LMAO I cannot begin to convey to you just how many useless, throwaway characters this has. I cannot begin to convey to you just how long you go throughout the game without realizing what the ultimate evil you're opposing even is. I cannot begin to convey to you what an absolute FETISH this game has for twists you could not possibly have foreseen walking up to you and clocking you straight in the face. I won't belittle the writer of the game. I know writing is hard, as someone who writes, myself. I don't know their circumstances, but I do know that the story of TEVI, for all the HERCULEAN efforts it goes through to "improve upon" Rabi-Ribi's story, ends up being about the same level of quality -- a little better in many places, but a lot worse in a few key ones, too. That's really the story of TEVI, as a game, too. Two half-steps forwards, one big-ass step back. Blunders mixed with a plethora of tiny improvements and tweaks. However, I'm running up against the character limit, so let's wrap this up. Ultimately, do I recommend TEVI? Yes. Of course. It's a good game. It just could have been so much more. I eagerly await your next game -- Love Bunny -- Mr. Gema-Yue. Godspeed to you. I wish you nothing but the best. NEVERMIND. RABI 2 IS ON THE WAY, BOYS.
Read more