GHOST OF TSUSHIMA IN 2D BLACK AND WHITE?

If Trek to Yomi has a strong point, it is the atmosphere it releases. Barely launched the game and we are caught up in the special atmosphere of Japan of yesteryear. Auditorily the title takes us directly to the guts and that is pleasant. Whether it is thanks to the music or the very good Japanese dubbing, it almost feels like being there. A feeling that grows as the game unfolds visually.

The paintings in Trek to Yomi have a certain charm. Even if most of them present scenes of war and massacre with disarticulated bodies lying on the ground, one cannot help admiring the rural or natural landscapes of this Japan of an ancient time. And to accentuate this immemorial side, everything is in black and white and decked out with a grain filter that has its little effect. Note that it is also possible to remove it if it bothers you.

You can add to that well thought out and changing (fixed) camera shots. The game oscillates between areas to be traversed horizontally (plus 2D during fights) and others a little more open (in full 3D for exploration). Admittedly, the passage from one dimension to another is not always fluid and very coherent. But overall, it energizes the experience and allows Flying Wild Hog to surprise us all the more with some simply magnificent shots. Skillfully playing on shadows and the environment, they offer us images worthy of cinema.

By mixing all these little dots, you get an atmosphere as gripping as that of Ghost of Tsushima. It is a true initiatory journey in the Japan of the samurai and the myths of the time, carried by a unique and appreciable graphic touch. The latter skillfully manages to mix terror and serenity, wise spirituality and fervor of combat.

THE SAMURAI BLADE

Most of the gameplay consists of facing waves of enemies or bosses. And samurai obliges, the fights are done with katana. They take the form of horizontal face-offs where you can move left and right, parry, and of course, attack. The attacks are also diverse. If they are controlled by two keys (fast and heavy attack), several combos are possible in order to shake your opponent and bring him down. Combos that reveal themselves as you progress through the game.

You would have understood it, Trek to Yomi offers a progression system that allows you to flesh out the fights over the course of the story. This ranges from acquiring new weapons (bo-shurikens) to acquiring different abilities, both defensive and offensive. This makes it possible to diversify fights that greatly need it. Because during our little quarantine game, these proved to be quite repetitive.

Once you have understood the fairly simple patterns of the different enemies, all you have to do is parry and then chain quick attacks to overcome the threat. So of course, the sound of the blade finally piercing an enemy provides a certain satisfaction and the sensations of combat are there. But little by little discovery gives way to automatism which could be boring in the long run. We will have to see what happens in the following chapters, which should offer us other surprises.

TREK TO YOMI: A NEW GAMEPLAY EXTRACT, CENTERED ON FIGHTS

Barely a few days after the State of Play on March 9, 2022, where it was brilliantly illustrated, Trek to Yomi is already back with a new gameplay video. This time around, the developers of Flying Wild Hog (Shadow Warrior) and director Leonard Menchiari wanted to make a special focus on fights that will require a certain sense of timing. Because yes, Trek to Yomi will not be a vulgar beat ’em all sword where you hit without thinking, the idea for the developers is to offer a realistic experience in the approach to confrontations. We realize that our samurai can counter attacks and punch through enemy guards with finesse. At times, the game even feels like it drew inspiration from Ghost of Tsushima in how it approaches duels and changing stances. A not disgusting inspiration that should bring a lot of nuances to the game system.

Preview Trek to Yomi

After the excellent Ghost of Tsushima and its black & white mode, seeing a Samurai game land with a rendering 100% tribute to genre films is no longer a big surprise, but we can say that Trek to Yomi still caught the eye of the community during its presentation at the Game Awards or even recently with its story trailer at the State of Play. Now, we played the first two chapterswhich remind us that it is indeed an indie game behind.

Trek To Yomi begins with a flashback as young Hiroki trains with his master Sanjuro. In medieval Japan, the samurai at least have the opportunity to defend themselves when the bandits attack, which is the case here: Hiroki will defy the order of his master and find him on the front line to face a vile villain. The opportunity to test your achievements by cutting through your first opponents. The action takes place horizontally and it is better to position yourself well to avoid being surrounded and to take the enemies one by one. You start with three sequences of two light blows, and one strong blow. Quickly, you also find projectiles as an advantage.

It must be said that the young Hiroki does not have much life in Ronin difficulty mode, the highest proposed (before unlocking the next one). In chapter 2, old Hiroki does not lead any wider. And even by recovering here and there a few permanent bonuses on life and endurance, it still only takes two well-placed hits to put him down. No way to rush into the pile, then, because milling like a nag, especially powerful attacks, or even simply parrying, lowers your stamina – what do you think dramatic eye-to-eye breaks are good for? – If you’re low on stamina, good luck catching your breath, you’ll be totally at the mercy of your opponents.

TREK TO YOMI SHOWS HIS FIGHTS IN VIDEO

The game with a Japanese atmosphere and polished aesthetics, where it is better to know how to easily handle the katana, makes a new appearance with gameplay.

The [email protected] will have been the opportunity for Trek to Yomi to show itself again, just a week after its passage to the State of Play. And it must be recognized that the game of Flying Wild Hog (Shadow Warrior, Evil West), with its original artistic direction, all in black and whitehas something to seduce.