I aimed, went into a darkened vision that highlighted the dog (and several other soul-jump targets) in green, and then I took control. A perfect target for my soul-jumping control. Near me was a dog, rendered in the same adorable style as the rest of the game. I come across a collectible, a Braided Trinket, which I later learn is a kind of currency that can be exchanged for cosmetics (more on that later), and then I decide to try out the one mechanic I’d heard the most about: soul-jumping. There is a Breath-of-the-Wild-esque stamina meter, and when it is exhausted, Tchia stumbles down, hilariou sly rag-dolling to the ground. Alright, the climbing is solid, allowing you to traverse vertical surfaces with ease. I run around and climb onto a nearby house (not the woman’s that would be rude). First, though, I have to test things out. Now is when I will mention that all of the local, traditional-language voice actors do a great job, and the language barrier is never an issue thanks to good subtitling.Ī fetch quest, then? Not the most engaging, but I can do it. The wonderful, stylistic art design is almost at odds with the scenario, until the woman speaks, and tells me about her love for crab, and how she will welcome me if I can just bring her a delicious red crab. Near the woman is her daughter, looking shy and somewhat embarrassed by her mother’s behavior. Our protagonist Tchia, downtrodden at the point in the story after her father’s kidnapping, is being threatened by a woman sitting on her porch, surrounded by beer cans. Once I loaded in, I was almost immediately greeted with a shotgun blast - not the way I expected my serene island adventure to begin. Gaby and Louise, when Tchia first meets them After looking through the menus to see some of the best accessibility options I have ever seen in a game (and I want to give true accolades for that, in and of itself), I started the game. After all, it doesn’t take much to make something look cool when you have edited footage and a script. I was enthralled, but antsy to actually play. He explained a few mechanics, mentioned what had happened in the story so far, and told me about how the game was inspired by New Caledonia, the developers’ homeland, a tiny island in the Pacific, near Australia. When I booted up the game, an earnest developer’s voice told me what to expect with the preview. Let me tell you the story of how the preview build of a game that hasn’t even been released yet made me feel something that I haven’t felt for years in gaming: wonder. I won’t beat around the bush here: the experience only got better once the controls were in my hands. But, enjoying something is a spectrum, and it remained to be seen how well the game actually played, and how it actually made me feel. From that moment on, I knew I’d enjoy what I was about to experience. That is until I watched the trailers, as well as an introduction to the game from the developers. I’ve played many 3D platformers from small teams and liked very few. When the developers of Tchia, Awaceb, reached out for us to preview their game, I was dubious. You don’t even need to read this, just do it, before you forget, then come back and let me tell you why. I need to start by saying something very important: go put Tchia on your wishlist right now.
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