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Tunic (2022, Nintendo Switch) Review


A LINK TO THE FOX


Also for: Macintosh, Playstation 4, Playstation 5, Windows, Windows Apps, Xbox One, Xbox Series


It stars a cute fox! It's just like 2D Zelda! It contains an interactive manual that you unlock page-by-page by exploring the game world! With features like that, Tunic seems destined to become a cult classic sensation. And what is there not to like about a pretty, charming and deceptively difficult adventure such as this? It just radiates hard Nintendo nostalgia. You'll get stuck for hours, scour the manual back and forth for clues and rack your brain trying to remember where you saw a particular detail in the environment that has suddenly become relevant. And when you finally crack the code, it's with a great sense of pride and accomplishment.

Tunic is also deeply enigmatic, as it doesn't feature a fully comprehensible narrative. Instead the story is hidden behind glyphs that it seems you could decode if you wanted to. But the game does nothing of the sort for you - you have to make the effort yourself, only to ultimately fail because the markings don't correspond to any specific real-world alphabet.


The manual, which emulates a physical one complete with coffee stains and pen markings, provides a few loose words or short phrases in English. The rest is written in the same unknown, archaic language that vaguely resembles oriental text. And still, that manual is central to the experience, so much so that if you ignore it, you'll get nowhere. It should, perhaps, rather be called a hint book - one you can't quite comprehend.

I guess Tunic simulates the sensation of being a young kid playing a tricky action adventure at an age where you're just starting to read, or learning a foreign language for that matter. Just look at the way the game screen fades into a simulated CRT screen in the background when you open up the manual. For me, the sensation is closest to memories of playing obscure English text adventures on our ZX Spectrum long before I was ready. As a six- or seven-year old Swedish boy I hardly knew any English, so I frequently checked a dictionary with the monochrome screen radiating in the background.


Tunic is so neatly designed that, even when you're stuck for hours, you'll often enough make some sort of progress. New areas might open up in old environments, and although you're not advancing the main quest a newly acquired skill might suddenly allow you to reach a treasure chest, loaded with riches, that you couldn't get to before. Or you might find an item that could help you defeat a boss you're stuck on.

In short: this is a game for hardcore gamers, made by a seasoned gamer. It started out as a one-man project. Developer Andrew Shouldice began work on the game on his own in 2015, later enlisting aid in sound design and composing, and then expanded the team into a proper, small studio called Isometricorp Games. With a debut this promising, this studio will be one to follow in years to come.


Tunic starts out with you, an antropomorphic little fox awakening on a beach in a pristine natural setting, viewed from an isometric perspective. You don't yet have a main quest or a clear sense of where to go, but the game design guarantees that you soon find the brief tutorial, which means picking up your first weapon and assigning it to your attack button of choice. And wouldn't you know it, here comes your first enemy encounter, as easy as initial encounters go, to teach you about the art of self-defense.

It's an intriguing, textbook start. The game instantly hooks you with its smooth, colorful visuals and playful soundtrack, just like The Legend of Zelda: A Link to the Past. It also has responsive and intuitive controls that allows you to assign your favorite items to the controller's face buttons. The initially simple control scheme also hides some really important functions you'll learn by collecting and reading the manual. It's a revelation to realize that some crucial abilites were available to you right from the get-go. Only a lack of good instructions kept you from utilizing them.


The further along you go, the more of the story and the world you piece together. After finding the sword, the shield and a few item pickups you're ready for a great, big adventure exploring the wilderness and dungeons, warping back and forth between fast travel markers, purchasing new upgrades and leveling up a few character attributes. After slaying a few easy opponents, you run into harder, armor-clad dudes that'll most likely cause a bit of trouble.

The enemy design and variation is great. I appreciate that they inhabit places where it makes sense they'd feel at home. The way they interact with their environments heightens the sensation of exploring a lived-in place with a strong sense of history behind it. Your different means to tackle combat encounters are adequate. A couple of magic wands and other weapons expand your combat vernicular to include ranged attacks. They all consume mana, but are more or less essential against some of the nimble or flying opponents.


And as you keep exploring the land, the cuteness starts giving way to more and more sinister landscapes and ominous plot developments. A big fox, seemingly trapped behind a force field, seems to be part of the main quest, but releasing it is no straightforward task. The game world gradually grows darker, less organic and more toxic. In the tradition of Dark Souls, Tunic successfully utilizes the environment and oppressive audio design to tell the story of its world rather than its protagonist, treating the fox as a mere vessel for the player, whose task it is to set things straight.

Page by page, the manual fills you in on what to do and what area to explore to make progress. New manual pages foreshadow upcoming puzzles, enemies and areas as you start dreading what's ahead. It helps you to know what to look out for. Enemies litter the screen in most locations, and the standard monster is not too hard to take out with a couple of swings once you learn their simple attack patterns. But when they gank up on you the difficulty mounts.


Just like Zelda, the further you advance through the game, the more ridiculous it gets. A few humbling bosses cross your path to make sure you made your homework. Bloodborne was apparently a major influence in combat, and Tunic adopts the same stamina-managment ebb and flow of attacking windows, followed by a quick withdrawal to defend. Upon death, all enemies return and you respawn at the nearest checkpoint, which might take you back quite a distance. 

The difficulty spikes are, in my opinion, where the game falters. I found the defensive maneuvers - dodgeroll, shield block, parry, counterattack - too haphazard and unreliable. They work often enough, but all of a sudden they don't for no apparent reason, and against bosses the punishment means losing a large chunk of health. You have a limited amount of health flasks and some magic attacks to keep the creature at bay, but very few opportunities to safely use them without getting struck again.


And as you reach the final section of the game, you're presented with two different ways to beat the game. Here is where the Zelda inspiration throws the experience down a rabbit hole of anguish. Both of the endings are insanely tough to crack, each in its own unique way. The "good", pacifist one requires a great deal of luck, clever thinking, exploration and deciphering. The "dark", confrontational one requires superhuman skill and a great deal of min-maxing and tweaking against an unfairly tough, two-staged enemy boss. I could crack neither without online hints. And even then, I struggled a fair bit to execute either.

I'm not one to scoff at a tough challenge. I actually cracked the method to solve the good ending by myself, but executing the dang solution to the puzzle was so hard that I gave up. My controller was too imprecise, and the clues/instructions in the manual were too hard to decipher. When I compared my notes to the correct ones it turned out I had misenterpreted one or two input commands in a long line of commands, which rendered my solution completely worthless.


So I gave up and decided to give the dark ending a shot, but the final boss was about the toughest opponent I've ever fought - especially in its dreaded second phase. I gave it maybe 40-50 attempts, without ever getting particularly close to succeeding. For me, in terms of difficulty, Tunic's final boss ranks alongside the Nameless King - the toughest optional boss in Dark Souls III - as the hardest one I've ever fought in any game, and I never did beat the Nameless King.

I gave up and checked online for solutions, or tips and tricks, to reach any of the endings. Nothing can be more disheartening than getting close to the end of a game and realize you might not have the chops to pull through. The puzzle to reach the good ending is even harder to crack than beating the final boss. Even when I had the correct solution at hand, I failed repeatedly to execute it because of the Switch Pro Controller's innate faults. I can't spoil exactly what I mean without giving away too much, but I had to switch to my 8BitDo-controller to make it work, and it still took me a few attempts.


For me, just like The Adventures of Zelda: A Link to the Past, Tunic starts to deteriorate close to the end, leaving me with a bitter aftertaste. After an excellent start and an amazing middle part, the game comes to a screeching halt and I stop having fun. It becomes way too stuck up its inspirational arse, and its high but fair difficulty turns into a bad, unfair one - at least for me. I watched the ending unfurl with no sense of accomplishment, and consequently felt no emotional attachment to the "good" story outcome. This was not my ending, because I hadn't earned it.

I realize part of the blame falls on me and my inadequacies. And aesthetically, Tunic is a marvel. Narratively, the journey from brightness into despair never sets one foot wrong. It has some strong twists in store. In terms of gameplay I admire the game for all that led up to the last sections - the mounting challenge, world design and the corresponding puzzles and combat - but I'd be dishonest to say it held together all the way through to a strong ending.

It's such a shame. I could do nothing inside the game to make it easier or better, I was already fully leveled up, and could only prevail by butting heads and hope to improve. But it didn't seem to happen. The game just had too much fun yanking the prize from under my nose, and that's one devastating thing I'll always hate about Tunic.

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