Sparklite Review: a fresh and imperfect touch Zelda
Whoever played a video game knows the importance of Legend of Zelda franchise. For 35 years, Zelda Was responsible for the pioneer, refining and reinventure of the kind of action-adventure.
Given the wide appeal of ZeldaIt is not a surprise that companies have tried to reproduce the success of the series. Some efforts, such as ittle Dew 2+ and Flower storieswere good. Countless others were bad. Anyway, they all tend to follow the same archetype: to explore an over-world world, find various elements, complete the dungeons “X”, save the world.
It is therefore surprising to see a game with as many unique ideas as redblue games’ Spark. Inspired by Roguelikes as Thug And Isaac’s link,, Spark presents a Zelda– Experience like, but with a twist: each time you die, the world regenerates proceededly, offering new experience with each reappearance.
Unlike traditional roguelikes, Spark Allows you to resume the currency won in the game to invest in permanent upgrades for future attempts. In addition, all the main bosses you have defeated remain defeated, whether you are during your first round or your 30th. The result is an accessible game that removes many sources of inspiration, but seems surprisingly unique.
Unfortunately, with this uniqueness comes several problems – especially from the point of view of the design, but also in terms of general polishing. Add these problems with a short execution time, and Spark Feels like a good striking game at the door of something great.
A familiar quest
SparkThe story is as simple as possible. The game takes place in the world of Geodia, a wonderful land that thrives on a resource called Sparklite. Despite her beauty, Geodia was corrupted by the “baron” – an evil hell to extract the brilliance of the world for his personal gain. One day, a young mechanic and pilot named Ada Crash-Lands in the plains of Geodia. Armed with her faithful key and hammer, Ada must explore and conquer five biomes to put an end to the harm of the baron.
It is a story that any player has experienced. But what Spark Lack of novelty of narration, he compensates in his gameplay. Geodia is home to many creatures, many of which have become hostile due to Baron’s corruption. Typical Zelda-The mode, players cut and enemies with the key to Ada (that is, the sword) and the hammer. The latter of the two acts as a load attack, which strikes enemies for massive damage. There is also a dashboard movement, which can be used to fill the gap between you and your enemies – or make a quick getaway. It is a simple combat system, but which controls well and that feels good.
In another tribute to ZeldaADA starts with a small heart swimming pool. Unlike Link getaway, however, you will not find hearts that cut the grass and rarely discover them by beating enemies. In other somewhat poetic words: death is inevitable.
The Opportunity Center
By dying, Ada is taken to a floating village known as the refuge. There, she became friends with the people of Geodia. (Lateral note: I have no idea of whether this city is the extent of human civilization, or if there are other colonies in Geodia. The history of the game never dives so deeply.)
It may have been beaten on the surface of Geodia, but at the refuge, ADA has access to a myriad of tools to prepare future trials. By spending Sparklite won by beating enemies, ADA can buy powerful improvements to level the rules of the game. Heart parts for improvements in damage, these improvements serve as permanent tools in the Arsenal d’ADA. In a neat wrinkle, ADA must first install its upgrades on a grid with a limited space, at the Resident Evil 4Before she can take advantage of it. This forces players to choose the right upgrades for the work to be done.
In addition to permanent upgrades, ADA can also obtain various Use-‘-lose-‘ ‘widgets that expire at the end of each cycle. These range from health retirement and increase your movement speed to special attacks and defense enthusiasts. Although they are not particularly powerful (except for those who keep you alive longer), they can help you when you are in the pinch.
A brand new world
Once ADA has been equipped with new equipment and Gizmos, it is free to return to the surface and continue its quest. Whenever it does, the world moves, replacing itself with a newly generated version that players can explore.
Here is where the unique character of Spark shine. Like with the top Zeedas as A link to the past,, SparkThe over-world is divided into distinct screens. When the world moves, these screens mix and assemble, like parts of a puzzle. Some screens appear in different places from the one before. Others disappear entirely, replaced by new screens with new scenarios and enemy investments. Anyway, each race offers something new compared to the last – even if the general parts themselves are presets.
If you think it looks a lot like the dungeons of the recent room Link Awakening Remake of change, you would only partially be right. Chamber dungeons have received a lot of fans of the fans and criticism Due to the way they felt subcuisinés. The magic of Zelda Donjoons have always come from their complex and multi-screen puzzles. So, so that the dungeons of the chamber try to distill the formula towards basic rooms to a panel … It simplified the experience to the point where it was not terribly fun.
The Road to Self-Amaliration
SparkThe generation of procedure of the generation adopts a different approach. The game focuses almost entirely on its over-world world, relegating dungeons to smaller challenges and the size of a bite (a bit like Wildernesssanctuaries). In fact, apart from these mini-people and a few difficult to reach chests, there are practically no puzzles in Spark at all. The emphasis is rather placed on exploration and combat.
HAS Zelda Purists, these changes may seem unthinkable. Heck, I would go if I said that I hadn’t missed the occasional brain teaser. But by deviating from the standard, Spark is capable of going to all of its procedural vision – and largely finds success in its pursuit.
Progress is the other big piece of the equation. Each of the five geodia biomes houses one of Baron’s wicked henchman. These friends serve as difficult but fun bosses who will test both your skills and your courage. If you die (probably, especially in the early hours of the game), you can invest in upgrades or modify your existing version to make future attempts less intimidating.
Although the basic fight can be simple and the world of the game itself is relatively small, this mixture of procedural generation and constant progression helps Spark Definitely feel larger than the sum of your parts.
Fold through the folds
Unfortunately, this approach has its drawbacks. While the world in constant evolution is an imaginative turn ZeldaIt does not go far enough in its execution. The screens feel the same, largely in repetitive environments and a lack of enemy variety. Enemies also tend to be stingy with the amount of radiance they fall. Consequently, races may often look like a grind – an artificial padding means Sparkis significantly short (4 to 6 hours) in length.
To make matters worse, many upgrades available for players are not fully expanded. Take the game’s subfers, for example. Plans of these old and old weapons are found in each of the different mini-junctions of the game. For a steep sum, ADA can develop real weapons from plans with the refuge. However, despite the time and efforts invested in these weapons, they are all relatively low compared to the key and standard hammer of Ada. This does not help that they need a distinct resource – won by the landing of blows on enemies – to activate.
The game also suffers from a wide range of strange bugs and other quirks. For example, each enemy attack of the game has a matching sound effect, except for that of a particular hammer servant, which is mysteriously silent. The same goes for a particular set of switches in a Sparkinterior environments. There is a trunk on the world which is perpetually bux, as well as a NPC which says that it will appear in a particular field, to be a non-presentation. There are others, I’m sure I forget.
None of these faults is enough to flow Spark. These are too interesting ideas. But the more I played the game, the more I realized the redblue games is at the dawn of something special – he has not yet completely nailed it.
Final reflections
Spark is a game overflowing with fresh ideas. But it is also a game that you could question the existence. Who asked for a procedural interpretation of Zelda?
He is not the first to take a hit (Singing I tried something similar in 2017). Despite competition, however, Spark Offers enough creativity and ingenuity to stand out from the crowd. And he does it with confidence and heart.
Various wrinkles retain his vision. The progression begins slowly, then becomes a version at the end of the game. Exploration seems unnecessarily slow. The puzzles are simple, the articles are disappointing and there is a general lack of varnish throughout the experience.
But Spark Offers really amazing tops. The fight is fast and responsive. The bosses are well designed and stimulating but fair. Better yet, all the experience is improved by a magnificent art of pixels and beautiful music.
The concept needs work for – crossed fingers – all potential consequences, but the foundation is solid. In a year when even Nintendo himself could not quite offer a satisfactory procedural experience, Spark is proof of interesting concept. More importantly, it gives me hope for the future of Zelda-Gooles.
Score: 7.8 / 10
Take advantage of my Spark goodbye? To find out more about the game, consult my pax East 2019 Spark preview.