After the early access on Steam, the captivating roguelike in pixel art developed by BenStar arrives on Nintendo Switch and PC: the review by Revita
There Revita review put us in contact with the latest exponent of a sub-genre, that of roguelikes, often characterized by a degree of consistent challenge and the perverse charm of the one-off game: a progression carried out in the context of a single attempt that inevitably, at the game over , asks to start over.
The game developed by the talented pixel artist BenStar, aka Benjamin Kiefer, focuses everything on this concept, but trying to enrich it with some new facets on the front of balance and unlockables: even if we start from zero at every attempt in terms of statistics, we will be able to choose possibly a different weapon and count on obtaining a greater number of upgrades randomly.
History and structure
The protagonist by Revita is a blue-haired boy struggling to get his memories back, stolen by a villain who apparently lives on top of a creepy bell tower. Starting from a mysterious metro station, which we will be able to embellish and enrich by spending the resources earned with each attempt from time to time, our task will be to climb the tower and clean it from the enemies present.
An elevator will take us to the various levels, generated by a procedural system that will mix monsters and resources from time to time, creating unique and random patterns that can turn out to be lucky or not: sometimes we will be blessed by the presence of low-league opponents and at the same time by upgrades able to emphasize our attack capacity, at other times it will seem like we really have everyone against it, fate first.
The standard opponents (over a hundred!) Act as a mere preparation for the clash with the six boss, real protagonists of the game. In these situations we will have to fight with monstrous creatures that wear a mask, similar to the Faceless of The Enchanted City, but boast very different shapes, behaviors and abilities, which must inevitably be learned and memorized in order to survive the clash and continue the climb. .
The true progression in Revita it is our own experience, learning from one’s mistakes, understanding what is the best approach to take against a certain enemy and then repeating everything over and over, in an attempt to finally overcome the most difficult obstacle and move on to meet another, trying not to lose lucidity due to the inevitable repetition of the action.
The Revita structure therefore takes the form of a classic tower with a degree of difficulty that becomes harsher as we climb it, albeit net of the many random aspects that characterize every attempt and can therefore make things easier or, often, more difficult. In terms of gameplay the game is a two-dimensional action shooter where you shoot aiming with the right analog stick.
The control system try to satisfy the needs of precision and reactivity of the experience, assigning by default the quick sprint to the left trigger and the jump to the left dorsal, while firing with the right trigger and the right dorsal activates any special weapon equipped. Getting used to this scheme takes some practice, however if you want you can customize the controls and assign the jump to the usual B button for a more classic setting, but less performing during the hectic phases.
As mentioned above, one of the few freedoms that will be granted to us with each new game is to choose weapons that we are going to use among the seven unlockable guns, which change for power, firing frequency, range and type. They range from classic pistols to machine guns, from rifles to lasers, passing through rocket launchers. However, damage, speed and range are mercilessly balanced, so that there is no really better instrument than another.
It all depends on what we will find along the way to improve the character and his equipment, but also the upgrade system has been set up to always be a compromise. To open mysterious chests or buy items from sellers we will in fact have to use the hearts that make up our health indicator as a currency, thus giving up resistance in favor of a (possible!) Upgrade of the attack.
The games are thus transformed into a strategic path, in which we must carefully evaluate when to spend our life points in search of a possible enhancement, because maybe we are still in the initial stages of the climb and even the bosses are widely within our reach, and when to give up a upgrade too expensive, trying instead to maintain the greatest possible resistance with respect to the damage that we will inevitably suffer.
After a few dozen attempts, the Revita formula is confirmed as rather solid and well thought-out, the evident result of a balancing and finishing work that the author carried out during the early access period on Steam, as it should be, although there remains the feeling of a greater persistence regarding the goodness of the loot as you push higher on the tower.
Graphics and sound
BenStar’s talent as a pixel artist is made clear in Revita, and although the author makes heavy use of “bounce” in the animations, the final result is truly effective and inspired, and there are no drops in quality during the long crossing of the young protagonist. The many enemies and bosses in fact boast an attractive design consistent with the stylistic choices made for the graphics of the game.
Of course, the levels themselves pay duty due to their procedural nature: at the end of the day, they are simple empty rooms, whose contours change according to the area of the tower in which we find ourselves but do not reserve great surprises and therefore in the service of action, nothing more than that. Really excellent instead soundthanks to music that immediately enters the head and, thanks to the repetitive nature of the gameplay, remain there for a long time.
- Solid and challenging gameplay
- Really great graphics and sound
- Lots of enemies, exciting boss fights
- Inevitably repetitive
- It can be very frustrating
- Procedural scenarios are only functional to action