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Humanity

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Olija and the importance of games that want you to finish them

"Then all collapsed, and the great shroud of the sea rolled on as it rolled five thousand years ago."

I recently wrote some early impressions on Olija created by Skeleton Crew Studio, a small indie dev based out of Kyoto Japan. As a brief recap Olija is a side scrolling, retro themed, action game that aesthetically borrows heavily from Flashback and to a lesser degree Prince of Persia. It's a stranger in a strange land tale that has you looking for a way back home while also getting mixed up in some local otherworldly business. In a sea of indies that continue to impress with just how how much a small team can accomplish these days Olija came and went with little fanfare. It's a relatively short game that clocks in at around 5 hours and offers no replay value - the game quite literally takes you back to the main menu after you finish it without the ability to go back to a time before the final boss encounter. There may be some cloud save tomfoolery one can engage with to get around the issue but honestly, when I was done with it I didn't feel the need to go back. I don't mean that in a negative way, quite the opposite, I had a great time playing Olija. The controls are snappy, the world is intriguing and the presentation is unique enough to stand apart from its contemporaries out on the market. While the story is slight, it does enough to keep you on track with seeing the journey through to the end. What I most enjoyed about this bite sized indie is that unlike some other similar titles that I've played in the past, Olija wants you to see the credits.

"Did my heart love till now? Forswear it, sight, For I ne'er saw true beauty till this night."

In an age of ever increasing accessibility, being able to tweak a myriad of options to tailor an experience to your personal enjoyment has started to slowly become normalized and accepted. Thankfully developers are starting to move away from verbiage such as "the way it's meant to be played" and recognizing that the way everyone plays and enjoys games is very different from one individual to another. We are moving towards an era of ticking boxes and setting toggles that can alter gameplay mechanics in profound ways. Unfortunately not every team can afford to hire in-house psychologists like Microsoft did for Psychonauts 2, or armies of testers that can put these options through the ringer and make sure that accessibility isn't actually compromising the experience on a technical level. Smaller teams, especially indies, have to rely on internal balance. The accessibility has to be baked into the product when it goes out the proverbial door. This is where I find a lot of indies tend to falter. Smaller teams tend to have more laser focused goals that leave less wiggle room for a broader audience. One might argue that the lower price tag on these titles is another reason why you should "know what you're getting into" before you make the leap. A few years back I remember pulling my hair out playing Capybara’s BELOW. Another highly stylized indie that draws you in with a highly unique presentation and deeply brooding atmosphere accompanied by a melancholy Jim Guthrie score, what was there not to like? Well turns out quite a bit. Below was an incredibly harsh experience that seemed to punish the player at every step of the way. If the enemies didn’t get you, then easily missable instant-kill traps would and the constantly ticking hunger and thirst meters made sure you never felt quite safe. You could even lose a mission critical item required for completing your adventure and be forced to retrieve it upon respawning, except without said item you were at a massive disadvantage just trying to get to it. Everything from the in-game mechanics to the general design of the experience seemed poised to detract you from ever actually seeing the credits. What was most frustrating was that beneath the harsh overbearing exterior I could see how with a few tweaks this could be a really fun adventure that a lot more people would actually see through to the end. Nearly two years after release Capybara announced the addition of an “Explore Mode” for Below that let players take in the brooding atmosphere without having to brave the “brutal test of endurance” of the original experience. At this point one might argue the damage was already done. How many people actually went back to finish Below after it was made more palatable?

"Beware; for I am fearless, and therefore powerful."

What I found most refreshing about Olija was that it’s a game that wants you to finish it. Olija doesn’t go out of it’s way to put roadblocks along your path. You’re not being punished for attempting to see the work of these talented developers. Yes there is platforming but should you die you’re typically respawned a room earlier and allowed to keep trying. You’re never put back at the beginning of the level, forced to replay all the earlier bits just so that you can make your way back around to that one tricky jump. There are no lengthy runbacks or similar tricks that typically serve only to pad out the length of the experience and frustrate the player. The game never burdens you with limited lives, sparse checkpoints or obtuse puzzles. Olija says “here is a little challenge but if you don’t make it hey don’t worry about it, we got you.” The combat has surprising depth with the various weapons and movesets it presents you with, but should you simply mash on the attack button that will get you through most problems just fine. You are allowed to get creative if you want, but you’re not punished for failing to do so. In fact the final boss encounter feels almost out of place and takes you by surprise when you encounter it the first time considering how gentle everything else has been up to that point.

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Some might scoff at this and say it’s too easy. That there is no challenge. I would argue that not every game necessitates a challenge in the classic sense of the word. Olija is ostensibly an action game, but first and foremost it is an experience, and it’s not embarrassed by lending you a hand so you can see everything that it has to offer. Rather than getting bogged down by how much pushback these flying green man are giving you with their basic attacks and slow movement speed - no match for your harpoon that lets you close the gap instantly and unleash a barrage of strikes with your sword - you’re encourage to enjoy the sights and go with the flow. This is a much healthier alternative for a smaller team that might not have the resources to put in a dozen different toggles and it’s better than simply giving you a God mode that offers no pushback at all. I had a great time with Olija. It feels great to play and it certainly kept me engaged when I was traversing it’s exotic islands and eerie dungeons. I was always making forward progress which was a welcome respite from some more difficult titles I had played recently. For the story it’s trying to tell it never outstays it’s welcome and by the time the credits rolled I was happy with the time I put into it.

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