![]() ![]() Most enemies can be taken out in a single combo and mid-air enemies are single-hit affairs. Instead of getting bogged down in too many systems, ITORAH focuses on delivering an action platforming-heavy Metroidvania that’s perfect for those looking for a fairly relaxing entry in the genre. ITORAH doesn’t strive to do a whole lot new beyond its setting - but that works in the game’s favor overall. Defeating bosses results in a fantastic display of their bodies crumpling that makes the struggle against them much more satisfying. Bosses will usually alternate between a few different attacks and then mix them up at a faster speed when their health gets closer to the end. Boss patterns are just about perfect, managing to be both predictable but not too predictable. Itorah’s journey is one that sees her visit many different areas and interact with new people, while also taking on massive bosses - and their screen-filling nature makes them intimidating from the instant the battles begin. The earlier you take them out, the less damage they can do throughout the whole sequence. ![]() It’s tempting to try and avoid attacking them to move on, but most platforming sections will require a mix of vertical and horizontal movement to gain ground, so you will either want to take foes out early or risk having them still be there in a minute or two anyway. ![]() This makes it easier to time your evasion and move ever-closer to taking the enemy out. The player still needs to tread carefully throughout tricky sections or else they’ll meet their end much faster than they want.Įnemies can attack from afar and ITORAH makes their attacks easy to see by having normally lightly-colored backgrounds for them - so there’s a stark contrast. This means that making use of her ability to duck and jump out of the way of enemy attacks is crucial because while the player can restore a bit of health at any time, it isn’t going to fully replenish one’s health immediately. Unlike a lot of genre entries that focus on exploration and combat, ITORAH puts a lot of emphasis on the platforming side of things. The blend of fast action and platforming combines with its gorgeous environments to create a memorable Metroidvania experiences. The core combat is a ton of fun and allows for quick combos with rapid button presses that can slice through foes in a snap. It’s a far more organic way to get the benefits of back and forth conversation in-game without it getting in the way of the core action. It enables there to always be a character there for exposition and character dialogue without adding another character on-screen. It’s odd, but serves as a way to give our protagonist a sidekick without having an annoying sidekick character, so it winds up working out nicely. ITORAH goes against the grain of a sword or whip and instead used a disembodied head of an idol on a staff/axe combination as the weapon of choice. Blending a highly-detailed art style that resembles a painting more than a video game alongside an action-platformer can be tough, as intricate art does sometimes have to lose some luster in the name of being able to properly time attacks and jumps, but that pitfall has been avoided here. With a Mesoamerican-inspired world, it immediately makes an impression visually, offering something unlike anything else on the market. It can be tough to create a game in a well-worn genre and have it stand out, but ITORAH is a Metroidvania that manages to accomplish that goal. ![]()
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