An Autumn With You

An Autumn With You
https://leafthief.itch.io/autumn

An Autumn With You is a short and nonviolent Game Boy adventure game that you can play for free in your browser window. You are Daynese, who is five and three quarters years old, and you’ve just moved with your parents from the city to your nana’s house in the country.

On the game’s Itchio page, the creator says An Autumn With You was inspired by My Neighbor Totoro, and I can see the influence. The forest around your nana’s house is home to magical creatures called Wichu that are attracted to acts of kindness. As her parents deal with their own issues, Daynese explores the beautiful area around her new house and makes a friend.

The interesting pull from My Neighbor Totoro isn’t the forest creatures, however; it’s the way Daynese creatively engages with her environment in to help her process what’s going on with her parents. Like Mei and Satsuki’s father, Daynese’s mother is a scholar working on a manuscript, and her writing schedule is intense. Meanwhile, Daynese’s father seems to have lost his job, and the family couldn’t afford to stay in the city on an academic salary.

I imagine this situation will be spookily relatable to the many Millennial parents who had to move back in with their own parents during the pandemic, or perhaps during the prolonged economic depression preceding it. Daynese is five (and three quarters) years old, and she just wants to play outside. Meanwhile, her parents aren’t doing well. In between Daynese’s jaunts into the forest, the player watches her parents gradually break down while her grandmother stands outside and waits for the storm to pass.

The main narrative drive of An Autumn With You is figuring out whether Daynese’s parents are going to be okay. It’s a short game that should take about ten to fifteen minutes to play, but I nevertheless managed to become extremely invested the story.

Unfortunately, a few of gameplay elements toward the end of the game are somewhat opaque. To give an example, I had to consult a video playthrough (here) in order to figure out the next-to-last action necessary to finish the game. You know you have to fetch food for Daynese’s forest creature friend, but there are no clues to indicate that the game expects you to go fishing with the fishing rod in the back of the car parked outside the house. If your family just moved from the city, why would there be a fishing rod in their car? I spent a solid ten minutes searching for something to interact with in and around the house before I finally gave up and went online.

If you’ve just read the above paragraph, however, then you already know about the fishing rod, and rest of the game shouldn’t be too tricky. In fact, I’d say that An Autumn With You is a perfect game for its length, not to mention a wonderful use of the medium to tell a story. The art is lovely, and An Autumn With You is filled with small but significant grace notes that add color and depth to its world.

Ocean’s Heart

Ocean’s Heart is a top-down 16-bit adventure game in the style of A Link to the Past or The Minish Cap. You play as Tilia, the daughter of a former soldier who manages a tavern on a small island. After the island is attacked by pirates, Tilia’s father sails away to chase them down. He doesn’t return, so Tilia leaves the village to look for him.  

Ocean’s Heart is set on an archipelago of interconnected islands. Most of the map can be navigated on foot, while sailing serves as a form of fast travel. The archipelago is densely populated, with multiple large cities and smaller towns, but it’s also filled with beautiful green spaces. The primary biome of the islands is “forest,” but there’s an incredible amount of diversity within this biome, from alpine pine forests to leafy old-growth oak forests to swampy mangrove forests.

The green spaces of Ocean’s Heart are gorgeous, and the pixel art is a true feast for the eyes.

When I was a kid, I remember being disappointed by the 3D graphics of the N64 and the PlayStation. Now I find the visual style of games like Ocarina of Time and Final Fantasy VII to be charming, but for a long time (until there were better alternatives) I thought the blocky polygons and difficult-to-read environments of “next gen” games looked like garbage. I kept thinking that what I really wanted was for developers to use next-gen technology to make pixel art more polished, intricate, and interactive.

Ocean’s Heart is exactly the sort of game I wanted. Flowers and grass rustle in the wind, falling leaves drift across the screen, and birds take flight as you approach. The overworld map is dense with interaction points, all of which are visually signaled without being obtrusive. The landscape is also dense with scenery that does nothing but add magic and wonder to the environment. Towns and cities are filled with uniquely designed stores and characters, and each center of population has its own distinct visual character.

Even aside from the graphics, Ocean’s Heart is a lovely game. Although it doesn’t disrupt the basic Legend of Zelda gameplay formula, the way Ocean’s Heart structures and populates its world is extremely well executed. Unlike many Zelda-style games, Ocean’s Heart features an excellent balance between gameplay and written text. The dialog offered by the NPCs is substantial, and the player can interact with all manner of books, bookshelves, maps, paintings, documents lying on desks, and so on. Very little of this text is necessary to understanding the game’s story, but it makes the world feel like a living place that exists independently of Tilia and her quest.

The menu screen of Ocean’s Heart offers modern ease-of-use concessions, from the option to save the game at any time to a labeled map to a list of sidequests. Many titles seeking to capture a retro feel – Tunic springs immediately to mind – seem to expect the player to engage with the game through the medium of an online walkthrough, but Ocean’s Heart is entirely self-contained. The player has a great deal of freedom to move across the archipelago, but it’s difficult to become lost. The confidence derived from such a well-curated experience makes exploration all the more enjoyable.

As in any Zelda-style game, Ocean’s Heart contains about half a dozen mandatory dungeons. These dungeons have no maps, but they’re laid out in a way that feels easy to navigate and speaks to thoughtful game design. Careful exploration of the world will reveal another dozen optional dungeons with more specialized themes. My favorite of these optional “dungeons” was an entire Mediterranean-themed island with its own fully populated town of cafés and street musicians and people sitting on terraces while drinking and enjoying the sea breeze.

Ocean’s Heart comes equipped with an optional hard mode that you can trigger early on and reverse any time you want, but the default level of difficulty is well balanced. You don’t have much health at first, and healing items are extremely limited. More than anything else, this early-game difficulty seems intended to keep players on the critical path. As you power up Tilia and her sword through various collectables scattered throughout the world, exploration becomes more comfortable. Many players may have to resign themselves to dying several times at the beginning of Ocean’s Heart, but the difficulty curve balances out about an hour or two into the game’s playtime, which is roughly eight to ten hours.  

I haven’t encountered any discussion of Ocean’s Heart in the Legend of Zelda fan community, so I was surprised to learn that it was originally released in January 2021. I’m amazed that I hadn’t heard of it before I saw it on sale on the Nintendo Switch store, because this game is really good. The gameplay is solid, the writing is fun, and the beautiful pixel art is everything I ever wanted. Ocean’s Heart is also inexpensive and accessible to players of all skill levels, and I’d recommend it to anyone who’s up for a chill and rewarding island adventure.

Momodora: Reverie Under The Moonlight

Momodora: Reverie Under The Moonlight is a 2D fantasy Metroidvania with adorable 16-bit pixel graphics and an emphasis on cute magical girls. It has an Easy Mode that’s genuinely chill, and it took me about seven hours to get 100% completion. Momodora features a lot of nods to the Dark Souls games in general and Bloodborne in particular, but I think a more accurate comparison (at least on Easy Mode) is the mellow Nintendo DS adventure-platformer Super Princess Peach.

I came to Momodora not knowing what to expect, and I was pleasantly surprised to find that it’s absolutely delightful. The game is relatively simple, but that’s okay, because it’s very good at what it does.

You play as Kaho, a cute girl wearing a white mage hood over a black miniskirt dress and thigh-high stockings. I get the feeling that her theme is supposed to be “sexy Shintō shrine maiden,” and she uses a giant red maple leaf as a sword. She also has a bow with unlimited arrows whose attack can be charged, an adorable dodge roll, and the ability to double-jump right out of the box. Her animations are lovely, and she’s a lot of fun.

Kaho is a silent protagonist, but what you pick up from other characters is that she’s come from abroad to talk to the Queen of Karst about a curse that has spread from the castle city into her small village. You begin the game on the border of a beautiful and vibrant 16-bit pixel forest before entering Karst, which is what the gothic Victorian city of Yharnam (from Bloodborne) would look like if it were rendered in Chrono Trigger style graphics. Whatever curse is threatening Kaho’s village has subsumed Karst in full force, and Kaho has to fight all manner of cute imps, cute witches, cute sorceresses, and cute devils, all of whom have colorful and interesting anime designs.  

Before you can go into Karst Castle proper, you need to find four seals that unlock its gate. This quest sends you into a maze of interconnected areas that include a flooded graveyard, an overgrown garden, a giant crematorium, and the rafters of a ruined cathedral. All of these areas are beautifully rendered and a joy to explore, and along the way Kaho meets a handful of cute NPCs and picks up a limited arsenal of items whose flavor text provides a hint of worldbuilding in classic Dark Souls fashion. Kaho gains a few more abilities – one in particular is a true blessing and a miracle on this earth, but I won’t spoil it – but Momodora sticks to its core gameplay and never gets too complicated.

In addition, you can find and collect 17 health upgrades, as well as 20 silver bugs to trade to a garden rabbit for prizes. About half of these collectables require minor exploration and backtracking, and the other half are hidden in ridiculous ways that I don’t think most players would be able to find without a walkthrough. Thankfully, if you’re playing on Easy Mode, it’s totally fine not to worry about the collectables you don’t find naturally.

You also pick up currency from defeated enemies that you can use to buy relics (which are essentially magic spells) from various merchants, but none of these items are necessary. Since Kaho doesn’t otherwise gain levels or become more powerful, I can imagine that some of the boss fights might be challenging and require a bit of an extra advantage, but this isn’t an issue in Easy Mode, in which Kaho begins the game with two powerful relics that will carry the player through the entire game.

In conclusion, Momodora is a chill and beautiful Metroidvania style action-exploration game that’s like Bloodborne for people who want to enjoy the gothic story and atmosphere without having to spend dozens of hours slamming their head against a wall to git gud. Also, since almost every character and enemy is a super cute magical girl or sexy adult witch-demon, I guess you could say that Momodora is like Bloodborne for lesbians.

I mean, Bloodborne itself is very much “Bloodborne for lesbians,” but you get what I’m saying.

The Cruel King and the Great Hero

The Cruel King and the Great Hero was developed and published by Nippon Ichi Software, and it’s the spiritual successor to the studio’s 2018 title The Liar Princess and the Blind Prince. Just as The Liar Princess is a simplistic puzzle-platformer set apart by its distinctive manga art style, The Cruel King is a JRPG that’s so traditional it would probably be considered retro were it not so visually gorgeous and beautifully animated.  

When I say that The Cruel King is “traditional,” what I mean is that there are a lot of random encounters. The battles are turn-based and controlled solely through text menus. There’s a bit of strategy involved, but not much. Your character walks slowly, and there’s a not-insignificant amount of backtracking. If you suspect that you’ll find this frustrating, then The Cruel King probably isn’t for you.

If you’re looking for a more relaxed gameplay experience, however, The Cruel King is a delightful way to spend about 20 to 25 hours. Personally speaking, it took a few play sessions for me to readjust my expectations of how quickly the battles should progress, but I became hooked on the gameplay once I got used to the pace.

You play as Yuu, a young human girl who has been adopted by The Cruel Dragon King as his daughter. Every night before bed, the Dragon King tells the girl about her “real” father, a great hero who defeated an evil demon king. The girl wants to become a hero like her father, so the Dragon King decides to make her dream come true by coming up with little quests for her to undertake. These quests are in service to the various monsters who live in the Dragon King’s territory, and the girl becomes involved in a series of adorable sidequests.

Most of these sidequests are optional. Because the game isn’t difficult, the sidequest rewards aren’t strictly necessary. Rather, the real reward is the friendship you find along the way. In less cliché terms, the reward for playing the game is being able to experience more of the game.

The environment is not quite 2D and not quite isometric, and it reminds me a lot of the style of the Paper Mario games. There are no puzzles and no platforming, but your character gradually gains abilities that allow her to bypass environmental obstacles and thereby gain access to more of the map. Like most of the sidequests, exploration isn’t strictly necessary. Still, if you want to poke around a bit, the map screen is annotated in a way that’s easy to understand and keep track of, and there will never be any need to consult an online walkthrough. The player has access to a quest log that visually signposts the objectives for each quest, and you can instantly return to the central village hub whenever you wish.

Your adventuring party only has two characters at a time, Yuu and another character specific to each chapter of the game. This can occasionally cause difficulties when a group of enemies is designed to take advantage of an earlier companion’s special abilities, but most players will never experience anything beyond mild inconvenience. Your characters’ skill points are limited but naturally renew after each turn of battle, and it’s fun to play around with different skills and strategies without having to worry about conserving resources.  

The chill and low-stress gameplay allows the player to appreciate the most notable feature of The Cruel King, which is its gorgeous artwork. Playing the game feels like walking through the pages of a storybook, albeit one that’s beautifully animated. All of the characters and environments are hand-drawn, and each screen is filled with unique details. The illustrated bestiary that you can gradually complete as you find and defeat enemies is a treasure.

I’ve gotten used to ambient background noise in contemporary video games, so it was a treat to realize that each area of The Cruel King has its own theme music. I thought this music was nothing special at first, but over time I found that I enjoyed the fantasy flavor it adds to each section of the game. None of the character lines are voiced, but the actress who narrates the storybook-style cutscenes in Japanese gives a lovely performance (although you can silence her voice and fast-forward through these scenes if you like).

The translation is of uneven quality, but this didn’t bother me. Most of the dialog is cute and quirky but still feels natural, and many of the characters have distinctive ways of speaking that are fun without being annoying. The translation for the third-person narrative cutscenes tends to be a bit shaky, both in terms of style and grammar. I don’t think the errors were intentional (especially since the original Japanese text is relatively polished), but I still appreciate them, as the amateurish writing style made the storybook sections feel more intimate. It reminded me of Super Nintendo JRPGs, whose imperfect translations were a significant part of their charm.

Without spoiling anything, I think it’s fair to say that The Liar Princess and the Blind Prince was a horror game that got especially dark toward the end. The Cruel King and the Great Hero doesn’t have any nasty tricks up its sleeves, but the story ends up being much more interesting and nuanced than you might expect. If nothing else, you get to be friends with all sorts of monsters, and who doesn’t want a kind and supportive Dragon King for a dad?