Alcahest is a very individual game.
Hang on a second. Are you telling me that isn't sufficient enough to be considered a review? I'm not kidding. That one line says more about HAL Laboratory's 1993 Action-RPG than anything I could've tossed together. Whatever the rule book was for the genre, HAL tossed it into the abyss, laughed, then proceeded to create something genuine. Something that would be remembered for decades to come. Even if the final result doesn't 100% appeal to me, I recognize its uniqueness and solid gameplay.
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The humble beginnings of a grand adventure. |
You want to know something? I used to be a professional reviewer. Let this be a lesson to avoid burnout at all costs. Best-case scenario? You'll never want to do anything ever again. Worst-case? Well, you're looking at it right now.
Anyway, let's try and unpack the nightmare I've left on the floor. The Action is self-explanatory. Alen, the hero, must traverse eight levels packed with fiends. With sword in hand and friends at his side, he hacks through evil with as much ease as the push of a button. The controls and aesthetics are clearly designed to appeal to anyone who has played through Zelda or the myriad similar titles. Even if you aren't already well-versed in the genre, you'll still pick up the basics in no time at all. There aren't many other ways to say it, this game is just plain smooth.
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Slaying a dragon. |
By the way, that feeling of confusion is totally normal. I swear the developers intended to keep players on edge for the entire adventure, the looming threat of lost progress haunting their every step. That's not what makes the game part dungeon-crawler though. As you're running around, you're bound to notice tiles on the floor. Some send you flying to other parts of the map, but they get more insidious as you progress. Before long, you'll be subject to one-way conveyors, tiles that re-arrange your controls, and all of the other devious tricks that have hounded your forays into DRPGs. There are times where it can get a little grueling, but HAL pulled it off and I can't respect that enough. This is exactly what being a very individual game is all about.
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Insanity straight out of The Bard's Tale trilogy. |
All of these seemingly disparate elements form a game that is cohesive and focused. Perhaps it's the RPG elements that bring it all together. The journey rewards those who choose to explore with helpful restoratives and even a couple pieces of equipment. The upgrades aren't substantial, but the hunt for them adds richness to Alcahest. Also, I like that the journey knows when and how to end, with a bevy of refights that test the breadth of your abilities. The music, provided by HAL mainstay Jun Ishikawa, is also really good. Maybe it sounds akin to "Kirby visits a medieval realm" but whatever, I enjoyed it quite a bit. Again, everything about this game exudes distinctness.
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Defeating a boss. |
If there's anything about Alcahest that sounds off-putting, then don't be afraid to utilize save-states. As always, play the game in a way that makes you comfortable. This Action---RPG does have some weirdness to it. Still, its weirdness is kind-of wonderful. Whether or not you adhere to the developer's vision, you're likely to have a really good time.
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