Review The Tarnishing of Juxtia is (arguably not) a MetroidVania, in which it strongly squeezes mechanics found in Souls games; mechanics that can feel dull to someone like me, but they can be appreciated if you adapt them to your playstyle. [*]The pixel art is really pretty and very well made. The ambience and atmosphere are great, and the backgrounds and world in general are visually very polished. [*]The combat (as mentioned) is clearly inspired by the Souls games; you have a stamina bar that is used when an attack or a doge roll is performed. I find this very restrictive and undesirable as a game mechanic, but it's easy to get used to it. [*]I love the RPG aspects; you can change your equipment and build your character the way you want. Additionally, you can also level up your attributes and upgrade your weapons. The player has a lot of agency and variety in what and how to use; it's meaningful as it changes the way you play the game, both visually and mechanically. [*]There are essentially three types of weapons: those that prioritize strength, those that emphasize dexterity, and those that balance both attributes. And they have different dynamics: Strength weapons such as Hammers or Greatswords (the best type in the game) have a lot of damage, but they are much slower than the other types. Dexterity weapons such as Daggers or Rapiers have great velocity, but they lack damage compared to others. And weapons such as the Longsword somewhat balance both attributes, having decent damage and decent velocity. [*]Furthermore, combat has this mechanic where each enemy has a defense bar (below HP), and once you deal enough damage, the bar is broken, leaving the enemy staggered. And once enough damage is done, another mechanic is triggered: Energy Rush. That is a temporary increase in mana and stamina regeneration. And also the use of Relics. [*]In addition to combat, we have three kinds of perks: Brands, Relics and Gifts. Brands are the magical element attacks (some are passive) that contribute to combat as the secondary mechanic, but I barely used them in my playthrough. Brands are given by an NPC that you encounter in certain rooms on the map. Relics function as an offensive bonus. The relics are gained after you defeat a boss. And all of them work in a similar fashion to the boss's attacks that you gained it from, so it's basically like Megaman , once you defeat the boss, you gain their power (sorta). Relics are activated once enough damage is dealt. Gifts are items found on the map that grant the player passive bonuses. Some of them are bland, but others have a great impact on how the combat works, and talking about that... [*]The game gets progressively easier; once you level up your stats, the damage given is notoriously great, and the gifts and the relics help you A LOT in combat; it's not quite punishing if you know what you're doing. This is not a negative point; I had fun in combat (which surprises me), but besides the bosses, it wasn't a massive challenge. [*]But one thing that made me flabbergasted was: You can't pause the game! It's an atrocious game design, like... what?! I'm playing a god damn video game, and when I pause the game, I expect it to respond accordingly to WHAT IS SUPPOSED TO HAPPEN. I can't fathom who in the right mind would think this was a good choice; it's a flaw, a flawed game design that makes no sense whatsoever. And the stupid ideas don't stop there, because for some God-forsaken reason, if you decide to exit any menu, ANY MENU, you will get a drum sound effect sinalizing the exit... I am still baffled by this design choice. I do not understand how people couldn't think this could be annoying, and you know what? IT IS. [*]Other thing: I softlocked myself (kinda) after taking damage and disappearing in one room; I think I might have nocliped through the walls or ceiling. And my save could have been lost, but lucky for me, the room was filled with spikes, so I only lost the currency. Also, the game crashed in the final boss battle after I tried to use a particular Brand spell in it. [*]The plot is the same old tale: something is wrong about the world, and it's our duty to fix it. Nothing revolutionary, but I personally don't care as much about videogame plots; they rarely get my attention. [*]Let's talk about the elephant in the room: MetroidVania. The game is not ability-gated; you don't gain abilities to access other areas; the areas are gated by keys. In that manner, it is not a MetroidVania, but it has lots of other MetroidVania aspects, such as an interconnected world, a map, fast travel, secrets (hidden in fake walls, but that's the limit of exploration in this game), and non-linearity. So what's the assessment, is it or not? I think it is, but it doesn't feel like it. I felt more like I was playing a precision-action RPG 2D platformer than a MetroidVania. Conclusion: The Tarnishing of Juxtia is a visually appealing game, somewhat short, with lots of RPG mechanics that enrich the overall experience, and it surprisingly has a combat system that is not as bad as I thought it would be. But it is flawed with some perplexing design choices, and it's a MetroidVania that doesn't feel like a MetroidVania, even though I guess it is. I will leave this review as positive, but be warned: if you don't like bad game design choices or dislike the combat from Souls games, I do not recommend it, at least not at full price. With all of that, the score is: 5/10
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