While the rest of the planet sizzles like pork fat on a greasy skillet, Verlegrove sits at the front door of the next Ice Age. What could've brought a once-in-an-eternity blizzard to this Florida city? It has to be the Bermuda Triangle! Why, just the other day somebody reported a heat swell emanating from an uncharted isle located somewhere in that dastardly region. Intrepid explorer, pilot, and demolitions expert Dafne has answered the call for a hero. Wearing the scarf that grants unlimited bombs, he embarks on a journey to The Island of Towering Automatons. This must be Lurruna, the latest game by PD_CGT.
Huh. What a weird feeling. Once, not too long ago, rewriting story introductions for my professional game reviews was almost as natural as breathing. Now, it's like putting on a skin that hasn't been worn in years, and unusual places are starting to itch*. I spent a few years writing for an outlet where I couldn't even say the word I, so my critiques often started with a bland rewording of the plot. It's business as usual afterwards, except I'd write "The controls are bad." instead of "I think the controls are bad." Figures I'd veer off topic this quickly in a review of a brand-new game but- Oh! Of course! Covering something that was released not just this year or this month, but this week has caused a long-lost spirit to possess me. The ghosts never really go away it seems.
Now, you're probably not wondering why I'm about to discuss a new game, but I'll tell you anyway. The developer gave me a review code. I'm not sure what me and my dead-end blog did to receive such an honor, but what the hell, right? Anyway, he figured that a fan of classic games would hopefully appreciate this lovingly crafted tribute to the era of fixed jumps and hellish enemy placement. To cut the tension early, I'll go ahead and say that yeah, I definitely appreciate what he was going for. Lurruna shows a remarkable understanding of what made games like Castlevania & Ghouls 'n Ghosts tick. The latter is something I want to focus on because... I'm not exactly a GnG fan.
I've already bored you enough, so I'll cut to the chase by pointing out that I've made several nasty statements about Capcom's hop & toss series. However, there is something I see in Lurruna that's familiar, yet not to the point where I can feel the tickle of bile percolating in my throat. These comparisons aren't idle. Lefna and Sir Arthur have a lot in common besides being a couple of dudes throwing deadly objects at anything that moves. They live in an unapologetic world that delights in their suffering. You might recall stage 2 of Ghouls 'n Ghosts, and how it starts with an endless parade of turtles. Some walk, others bounce, and they don't stop coming. PD_CGT's game understands the assignment. Every step is earned through grit and determination. Being cautious isn't always enough. One must be willing to challenge the kind of relentless evil that'd drive them to insanity if the opportunity ever arose.
| Practice mode is very convenient. |
Since we're about to enter a Hell that is equal parts familiar and unfamiliar, it's a good time to get accustomed to our protagonist. Besides the standard momentum-preserving leap, this pilot can perform a high jump, a long jump for crossing wide chasms with low ceilings, and back-flip to get a little extra height or escape danger. Bombs, his trademark weapon, can be thrown in three directions (four if he's in mid-air). However, keep those expectations in check. Dafne can only throw one bomb while leaping. This is a very important limitation to be aware of. No matter what the game throws at you, your moves have to be calculated. Jumping and mashing just ain't happening. Take some time to get acquainted with the controls, and they'll never fail you.
I've never really thought about it before, but there is magic in having a good arc. Dafne's bombs fly in an arc as graceful as a swan's neck. There is never any worry that an explosive will sail over the intended target. The blast radius is also really good at deterring the enemies that would attempt to do harm from certain angles. This element of the hero's repertoire is really thoughtful. It gives players a defensive tool, allowing them agency in nefarious situations, such as when they're in mid-air and only have that one bomb to save them. Bombs can also be charged with batteries to produce special explosions. One spent battery will create a wave-blast that fires left & right simultaneously, two produces a huge blast. Whomever is willing to invest a whopping five batteries can produce a powerful sustained explosion, great for the hardiest foes. Unspent batteries are cashed in at the end of each stage for extra lives. It's a little something for the pros to think about.
After finishing the customary tutorial, you're presented with a choice: Practice or Professional. Take my advice and do at least one practice run. Each of this game's six stages are divided into several sections. Once a stage is completed, it as well as all of its residing sections can be revisited. This is a feature you'll want to take advantage of, as there are going to be a lot of trouble-spots to practice. I'm not doubting your abilities, merely pointing out the game is very intentional about when and where it pushes its players. Not only will new stages house new challenges, but the sections within feature all manner of devious tests. Also, they're designed with the expectation that you'll be fighting for every shred of progress. If an automaton is capable of respawning, then it will do so, and it will be at an attention-demanding rate. Oh, and fair warning to those who think they can escape; it's not likely. Trying to run past enemies increases the probability of a bitten posterior. Much like Ghouls n' Ghosts, you have to be patient while acting with urgency. It's a tricky balance that Lurruna gets right.
A large part of this game's tasty flavor is in how its weapon can be used in unique ways. For example, one way to deal with a robot approaching from behind is to jump and throw a bomb onto the ground below. Its blast will cut the pursuer down, saving Dafne the trouble of turning around and trying to fight on the enemy's terms. Creative battery usage can deal with a swarm of foes, damage a boss while erasing the rocks its throwing, and prevent headaches from materializing. I can't stress enough just how perfect the bomb's radius is. It's large enough to provide players a lucky break but also requires plenty of skill to effectively utilize.
Lurruna is going to be tough. Besides the not uncommon threat of getting thrown off a cliff by an errant projectile, Lefna's health meter isn't easily replenished. While there are plenty of healing capsules lying around when you need them, they recover one block of health. The average attack takes away three blocks. In order for the math to remain in your favor, multiple sections are going to require pinpoint execution. This is easier said than done. Some sections involve trial & error. One small but notable portion of stage 3 is a short series of moving platforms that must be handled with specificity, and the simplest mistake carries the heaviest cost. Also, though you can never really predict it, do be aware of the one random enemy that could show up at the worst time.
One curious aspect of the game's difficulty, at least as far as concerns my experience, is that mid-bosses tend to be surprisingly mean. I think it's because they take advantage of their surroundings, dividing my attention between multiple fronts. Stage 2's mid-boss has hands that'll pull the nearby walls in an attempt to crush Dafne. They provide just enough of a distraction for the main baddie to do some real damage with its lasers. Directly above, you can see me getting wrecked by Stage 3's mid-boss. A common element here is water, which turns bombs into oversized rocks. I have to account for the rising tide when I throw while getting pelted with projectiles. The end-stage bosses are often straightforward duels, which makes them a little easier to handle. I'd wager that this is intentional, since the hero will be at less than 100% by the time they reach the boss. Pro players might have a consistent boss-killing strategies that saves their bombs for 1ups, too. Consistency isn't so consistent when hazards are in play. Still, it does feel peculiar going through several lives just to defeat the stage 5 mid-boss only to then beat the final boss on the second attempt.
All I have left to say is that Lurruna is a very impressive throwback to the things that have brought us turmoil over the years. This isn't a classicvania that added the fixed jumps and figured that's enough. It goes above and beyond with a series of limit-pushing encounters, all of which take full advantage of the hero's creative weaponry. I don't think I've seen a game this committed to the bit in quite some time. The first attempts at a new section rarely go well, but I was thrilled to see just how much a little practice and foreknowledge can improve every subsequent attempt. Getting through these trials with health & resources intact is divine.
