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We have already played the new action adventure from the creators of GRIS and if you thought they couldn’t make a more beautiful game, Neva will leave you speechless

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It is not common for the first title of an independent study to achieve the huge success that Nomada Studio did with their debut. With millions of copies sold, GRIS was an absolute commercial success, in addition to receiving very good critical reception. However, there were also voices accusing the game of certain simplicity in its mechanics, focusing too much on its aesthetics and message. Neva is here to change that.

A few days ago we were in Barcelona trying out several levels of Neva, the new vision of Conrad Roset, creative director of Nomada, and his team. The atypical experience that is expected from the studio makes it paradoxical that by becoming a more conventional game in terms of mechanics and themes, Neva is assuming huge risks. Many GRIS fans may even be disappointed with this change. However, it is in this paradox where Neva finds its strengths and can turn out to be a pleasant surprise.

Neva promises to be a much more traditional game than GRIS, adding more platforming and its own combat system; not only that, but it has transitioned from proposing a universal story about grief and loss to focusing its emotional scope on the experience of parenthood. Even so, and although the final result will be decisive in determining if all its decisions were correct, it is impossible not to feel hopeful: after playing it, I can assure you that Neva will know how to touch our hearts in the same way (or even more, depending on the person) than GRIS did at its time. The brief demo I was able to enjoy has been one of the most powerful, moving, and exciting experiences I have played this year.

Neva 7
Neva 7

A promising paradox

The premise with which Neva is presented, within its apparent simplicity, still holds a lot of mystery. We control Alba, a warrior trying to fight against a kind of corruption, represented as darkness, slowly devouring the world. In the initial scene, we can see how Alba, accompanied by a sort of gigantic wolf and NEVA herself (presumably, her daughter), try in vain to fight against this dangerous threat. In the battle, the large wolf dies, leaving Alba and Neva alone against the darkness. They must learn to protect each other if they want to stop the darkness, with their relationship not entirely clear.

Neva is a 2D action and platforming game, with a linear structure and a strong narrative component

Neva is a 2D action and platforming game, with a linear structure and a strong narrative component. So far, it does not seem like it will become a metroidvania, allowing us to revisit other areas; in this sense, the team did not want to complicate its already risky proposal. Therefore, we can expect a game with a linear structure, and it is expected to have a slightly longer duration than GRIS, closer to around six hours.

Neva 8
Neva 8

From what we saw in this first contact, the protagonist Alba can perform a double jump (with the possibility, later on, to climb certain walls), a dodge or dash, a simple sword combo, and also draw Neva’s attention. We cannot control the creature Neva, although we do have the option to collaborate with her. However, the gameplay will depend on the age of the animal. Let me explain.

Neva’s actions will change depending on her age in the adventure. As a puppy, she will act differently than when she is an adult

Do not expect an interaction with Neva in the style of Trico from The Last Guardian, as Neva will do as she pleases at all times. Basically, she is independent of our actions. However, there is a way to collaborate with her without feeling like you are directing her out of obligation. And as mentioned, her active participation in the adventure will depend on her evolutionary stage. When she is a puppy, at the beginning of the adventure, she will not participate in battles, and in fact, we will have to rescue her so she is not taken by the darkness (similar to the character Yorda in Ico). As we travel through the map, she will not always calculate jumps correctly or choose the right points to climb. There will be times when she falls and becomes sad or scared. We will have to cheer her up by approaching her to give her a hug, and thus build the confidence in her to try that jump again.

Neva 9
Neva 9

When she is a teenager, in the second chapter, we will see a very different behavior. If before we led the way, now she, with her new and spectacular abilities, will reach the top of the stages in a second, while we lag behind. Despite still having the same curiosity as when she was younger, she now has a touch of arrogance reflected in the battles. At this point, Neva will attack enemies in a very particular way, allowing us to coordinate with her without the need for buttons or words.

It is difficult to describe the organic connection generated through Neva’s animations and actions

In battles, we will be surrounded by several enemies. Neva will disappear and, seconds before attacking, we will see white specks around the enemy she is stalking. In this way, without text, sounds, or commands, we know that we do not have to worry about that enemy as she will take care of it. This two-second window allows us to focus our efforts on another foe. It is difficult to describe the organic connection generated through Neva’s animations and actions, providing a true sense of collaboration, even though our only action towards her is trust.

Neva 2
Neva 2

Both the combat and platforming in Neva are surprisingly well designed (especially the latter), providing a specific level of challenge that Nomada Studio was aiming for: they wanted to create gameplay that avoided frustration, tailored for people who do not usually play video games, as a large part of the GRIS audience was. At the same time, they wanted the experience to be entertaining for veterans as well. There will be times when we need to retry sections or battles, but do not expect to get stuck; it is a very pleasant and well-balanced difficulty.

The platforming, while not demanding, hides some challenges (which increase with the optional challenges hidden in its collectibles), along with a variety of elements, including timed sections, integrated puzzles, and precise jumps. The combat raised more questions due to its extreme simplicity, although it turned out to be more fun than expected.

Neva 6
Neva 6

Without relying on mechanics like the parry, our options are very limited. The diversity comes from the excellent use of the scenario and the placement of the enemies. Since each combat section is planned in advance by the developers, locking the way until it is overcome, they wanted each encounter to be different based on those parameters, something they achieved at least from what was seen in this demo. It remains to be seen if the action becomes more complex as we progress in the adventure, with new abilities for Alba. But what I can tell you is that these fights are enjoyable.

It was initially conceived as a game featuring two children speaking different languages, closer to the idea of Ico

Furthermore, the constantly evolving behavior of Neva is another factor that completely changes the dynamics of the fight. In general, it seems that Alba’s progression will be more focused on navigation, while Neva’s will be on combat. Neva’s gameplay, although it still has to prove itself in various aspects for the final release, is very satisfying, especially considering how much it has evolved from GRIS. However, how is Neva’s narrative? Does it manage to move us just like the studio’s previous work?

Neva 5
Neva 5

To protect and allow oneself to be protected. To love and allow oneself to be loved

From the moment Neva was presented with that impressive cinematic trailer, the referents that the Nomada team had for their new work were clear, ones that they do not try to deny: Princess Mononoke and The Last Guardian could be what many players thought of when they learned about Neva’s existence. However, the original idea on which it was based, like GRIS, lies in a particular emotion. From its inception, Neva presents the same purity as the team’s previous work, giving it the honesty and emotion that is expected.

We return to that powerful sensory experience sought after with GRIS, but enhanced in every way

Neva emerged from how parenthood came into Conrad Roset’s life; it was conceived as an emotional experience that revolves around what it means to protect someone, but also about the idea of, at a vital moment, when it is our turn to be protected. This concept of parenthood as a cycle of trust and mutual protection within which love develops goes far beyond the conventional experience of having a child. Many pet owners will also know how to connect with this emotional framework of wanting, unconditionally and entirely instinctively, to protect a loved one above our own existence.

Neva 13
Neva 13

There are not many titles that deeply explore this concept, and especially in a way that is conveyed through gameplay. It has been a long time since the (involuntarily) awkward moments with Shaun in Heavy Rain; works like That Dragon, Cancer, Never Alone

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