Tunic (Game) Review
I was born in 1991, around six years after the
original Legend of Zelda was released for the Famicom and NES. I lived and grew
up in a world where Zelda already held a deep meaning for a large amount of
people as a world of adventure and wonder. Each person as they grew up and
found love in that series, had a Zelda they could call their own. Mine was
Ocarina of Time for the N64 but the story of my joy for that comes another
day.
Counter to that, I was well into my adult life when the Soul's series of games
exploded into popularity. Dark Souls was something I tried briefly but only
truly grew to enjoy in the wake of trying the game Bloodborne. This combined
with going back to finish Demon's Souls, Dark Souls and going on just this year
to finish Elden Ring, even to drink in Bloodborne PSX, has infused me with a
euphoria of sorts that is special to me; a fantasy world where my identity and
self is mine to craft and the story ahead, the world is what
matters.
Tunic as such, is an odd thing indeed. It combines two things I am unfamiliar
with; the stylings and world of the original Zelda I, complete with an homage
to its famous manual and some of the combat mechanics and difficulty that now
perhaps unfairly, we attribute to the Souls series, considering resources for
attacks and planning out action and response carefully. It is an oddity,
combining the two aspects of both I either am unfamiliar with or care little
for; the combat seen in Souls and the completely left to your own devices
exploration of the first Zelda, which feels daunting for the way I perceive and
take in information.
So it is with joy that I find Tunic captures me, and delivers to me a feeling
I've been searching for, maybe not as powerfully as I expected, but one that I
know I've been hoping to find in games
like this; wonder. I've a memory of days long ago when the idea of seeing the
fields of Hyrule was overwhelmingly exciting, or when witnessing the spookiness
of the ruined Hyrule Town filled me with dread. Tunic once again makes me feel
a little bit, like the child who looked at a video game and saw in it a world
completely contained within my TV, something that is magic and wonderous and
should be explored. I admit, it is one that to finish it more fully, I sought
help and guides in doing so. It was something that was so freeform, to seek an
ending that could give me answers to whether it was worth it, it feels like the
help is needed. I struggle to parse date or puzzles the same as others and my
real life exhaustion meant Tunic just for me, was asking a bit too much of me
to log and understand every corner of its world. But much like one of my other
favourite games, Outer Wilds, the joy of discovering things, especially when it
relates to its scribbled in manual and the hidden depths it holds, are what
matter so much to me. It genuinely doesn't punish me for seeking help and it is
a world that is resplendently curious as it disguises it's exploration through
menu's and language that hides things we might see as obvious but encourages us
to study and parse, to engage with our own wonder rather than be dazzled by it
senselessly. It's easy to fill your world with beautiful things that you are
amazed by, but it is another to get us curious enough to engage with them and
to want to understand them. I think Tunic balances well by using it's manual's
visually expressive art to indicate in places while balancing it with
untranslated text in places where you can innately assume it's use; e.g. the
pause in the pause menu is untranslated, therefore our brain fills in the gaps.
Certain pages in the manual will have one or two words in English which you can
use to infer the rest. It's a quite joyful push to understand everything that's
going on.
At its core, combat is not exactly my favourite thing.
It could be down to a lack of mastery, but learning the intricacies of combat
has been a bit of a mess and the game's basic sword combat consists of a three
hit combo system where if you commit to three, you end in a lunge that takes
you forward a bit and tracks. However, it's hard to guess when to mash and when
to hard stop as certain bosses have aggressive dodges they can enact that make
it feel a bit like your buttons could be read and the stat system included in
game almost feels like a barrier to doing things rather than a necessary thing
to invest or spec. As such, it doesn't really feel as versatile as perhaps the
Soul's series levelling systems and again, more 'you must be this beefy to fight
this boss' kind of deal.
At its core appeal, Tunic is about mystery and having the courage to ask
questions and explore. It's engaging with the world and challenging yourself,
both physically and mentally, to understand it and in part, your own part in
it. It's a breath taking adventure that even if has small hiccups, it is an
experience I whole heartedly recommend. I hope this returns some joy to you,
the way it did me.

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