Vision Soft Reset

Vision Soft Reset

released on Jan 04, 2019

Vision Soft Reset

released on Jan 04, 2019

Peer into the future in this time-travelling metroidvania. Then rewind time and use your knowledge of future events to discover new paths. It's a classic 2D action-adventure revamped with modern sensibilities and time-loop mechanics.


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acho que essa é a primeira vez que vejo alguém usar a mecânica de Braid pra fazer algo diferente

o dev realmente jogou Minit e pensou e se eu fizer 20 Minit

Uno de los juegos más originales que he tenido el gusto de probar últimamente.
Se controla bien y no es algo a lo que me tengan acostumbrado los juegos indie que no suelen ser muy frenéticos ni rápidos.
Me habría gustado un botón de "espera" para evitar dejar la steam deck encima de la mesa durante 5 min pero poco más puedo pedirle a un juego que me costó unos 2€.
Hay un par de cosas de las que es "difícil" darse cuenta y podrían haber sido más obvias, aunque a lo mejor es cosa mía.
Muy recomendable a todos los fans del género.

An incredible, albeit unpolished, indie gem. Vision Soft Reset has a standard metroidvania setup, but adds on a time travel rewind mechanic to make something completely unique.
However, the competition for metroidvanias is fierce and it doesn't quite stack up in all departments. Everything from the visuals and audio to presentation to gamefeel to story to atmosphere is outmatch by other titles, meaning that Vision Soft Reset is relying on its central time travel rewind mechanic to be an engaging and interesting experience. Which it does manage to do, but by the skin of its teeth for sure.

Quite a unique metroidvania. the game is clever and well designed and fun.

I haven't put much time into this yet, so I don't have a lot of formed thoughts, but I did want to gush about the design decisions for this game, because it could shape up to be an amazing Metroidvania.

Your central mechanic is the ability to see the near future, so enemies have their attacks and movements telegraphed about a second before the action happens, so you have time to react and plan a response appropriately. You also have a limited ability to rewind time (even if you Game Over in order to avoid the Game Over sticking) in the event that you make critical mistakes (whether getting hit or landing on spikes or whatnot).

That's all cool and very useful, but I want to talk about the Time Tree. There's these points you find while exploring that basically serve as checkpoints and are points of memory in your existence. As you make progress through the game, you may encounter areas where you can't make further progress but need to return to a previous exploration point.

But this isn't fast traveling between locations, but rather between time periods when going to a location. Returning to a previous location on the time tree means returning to a point in your memory. Some power-ups you find while exploring are permanently tied to your being because you learn about them from possible "future" scenarios and they're instructional in nature, so you basically get said power-up permanently even if you move elsewhere on the timeline. Some that are physical (like a health increase) are reliant on you going back down the path you previously explored in order to acquire those power-ups again.

After you're essentially through the tutorial of how the mechanics work, you learn that the reality of the game is that you have a limited time in which to explore the world or you lose the game. But through the ability to go back to a previous point in time from the future you explored, you can basically work your way down to a location, figure out the value of the path you took, and decide if you want to just keep your power-ups and go back or maybe do something more permanent and physically trek back before creating a new memory/save at a previous memory point that you passed earlier. The game keeps track of your most recent memories at each point and follows the timeline splits through all of them and lets you travel back to any particular one you've made at any point, even ones that might have ultimately lead to a dead end.

It creates an extra layer of complexity while keeping everything you explore familiar so that backtracking specifically is for the purposes of time management (and occasionally checking a new path you opened up), and I really kinda dig that.

Also, kinda loving the soundtrack.

That's all I've got for awhile, since this is probably going to be sitting on the backlog until post-Elden Ring.