7.5. Tem seus problemas mas os pontos altos são altos o suficiente pra isso quase (quase..) passar batido. DIVERTIDÍSSIMO. Seus pontos altos sem ressalvas se concentram em sua produção, músicas e cenários impecáveis, a ideia central do jogo muito boa também e super criativa, casa muito bem com isso dos gráficos e estilos musicais mudarem conforme você avança ou retrocede no tempo. as mecânicas de gameplay são simples mas desafiadoras o suficiente, o jogo também não é longo o suficiente pra ser chato, ao longo da jornada entram algumas mecânicas diferentes que ajudam a não enjoar. Outro ponto que vale destacar é a comédia e o seu tom de jogo, metade do jogo perderia a graça se tudo dele fosse levado 100% a sério, o lojista além de outros personagens e outras ideias fizeram do jogo muito divertido, certas interações cômicas são tão orgânicas que fazem você realmente rir sozinho jogando. Eu particularmente sinto que o jogo é mais "chatinho" do que difícil, elaborando: o jogo é mais difícil não por que os inimigos ou chefes são complexos, ou por que os puzzles são difíceis, ou por que a mecânica do "parkour" plataformer seja impossível, mas sim por exemplo que ao cair em um buraco você instantâneamente morra, ou por que você morreu e voltou muito atrás no checkpoint, ou por que por algum motivo o jogo escolhe não lhe dar cura tem 4 salas seguidas arbitrariamente. Entende? A quantidade de inimigos únicos ou não é pífia no jogo, frequentemente se usa os mesmos exatos inimigos em toda a sequência no jogo e todos eles tem sua mecânica única, nem ao menos são complexos em i.a ou habilidades, se tornam mais frustrantes do que desafiadores por si só. E aqui entra o momento do "maior câncer" do jogo, ironicamente também é o motivo do jogo ser tão legal: The Messenger é um ótimo plataformer linear, mas um péssimo metroidvânia, o sistema de teleporte entre mapas, a conexão entre cenários, a quantidade EXORBITANTE de vezes que você vai ter que ir pra lugar "x" e pra isso você tem de passar pelo exato mesmo cenário pela 48ª vez, com os exatos mesmos inimigos escassos (por volta de 15 que são relevantes), os powerup acabam muito rápido e na metade do jogo você já não sente diferença na jogabilidade nenhuma, os chefes não impressionam mas também não são ruins. Se não fosse sua comédia e seus visuais muito provavelmente seria um jogo medíocre, mas aqui está um ponto super relevante pra eu aumentar a nota: tem uma DLC inteira de graça, que muda inimigos, cria mecânicas, com cenários totalmente novos e uma comédia extra, tudo isso de GRAÇA, me impressiona de verdade. Enfim ótimo jogo, muito divertido, mas a parte do metroidvania não só não impressiona como é um dos pontos baixos do jogo. Apesar de tudo recomendo.
Continuing playing through Metroidvanias I've gotten for free on PC over the past few months, I played through The Messenger this weekend as well as the free DLC pack that was added in a while after release. It's a game that's really fun to play and an excellent addition to the string of retro-inspired action games over the past few years, even if it isn't my favorite out of all of those. It took me around 8.5 hours to 100% the main game with an Xbox One controller on my PC, and another 2 hours to 100% the DLC.
The Messenger is the story of a ninja tasked with carrying a scroll to the top of a glacier on the edge of his island to fulfill a prophecy after his village is destroyed by the Demon King. Only after arriving at the end of the island, however, does it get revealed that The Messenger is only one in a long line of Messengers who have been carrying out this same task throughout time, putting off annihilation by the demons time and again forever, and it's up to your particular Messenger to help defeat that cycle once and for all.
The writing is definitely closer to something like Guacamelee 2 than a Hollow Knight or Timespinner (or heck, even Guacamelee 1). There are some solid character traits to the few characters that are there, but most of them just amount to being 4th-wall breaking and quirky. I found the humor in the game, while often clever, was so omnipresent in all the dialogue that it was usually more annoying than actually enjoyable (especially by the greed demon who brings you back to life). The narrative overall has a decent bit of interesting (if a bit gratuitous at times) lore, but isn't really trying to do that much in the end other than give a fairly archetypal story of good triumphing over evil. Not an outright bad thing, but definitely something worth mentioning.
The gameplay of The Messenger is where things really shine, at least for the most part. The game starts off in a more 8-bit-inspired graphics style with music to match, and those sections largely compose of linear action-platforming segments. Once you get around the 8th stage or so, you hit a time warp and travel forward in time 500 years and the graphics and music change to a 16-bit style, and then after a few more stages the gameplay also transitions to a Metroidvania instead of being linear.
I don't think the game is nearly as solid a Metroidvania as it is an action game, though. The bosses and the stage flow of the linear sections are really great, but once you get to the Metroidvania part, it feels a lot more like backtracking around a lot rather than exploration (due in no small part to how annoying the game's warps are placed). It's luckily not usually too hard to figure out where to go (save for one section about getting through an underwater Lost Woods-type area), but the game slows down a LOT in the Metroidvania section, and that was fairly disappointing. It's still not a bad Metroidvania, but it's a shame the game's main gimmick of "linear action game that becomes a Metroidvania" seems to not really stick the landing very well.
The gameplay and bosses really are great though. The game's main gimmick is introduced from the prologue in that you get another jump when you land a hit in the air, and there's no limit to the number of times you can do this. This makes for some really wild platforming potential as you get more upgrades to your moveset, both optional and non-optional. Some of the optional ones (particularly the ability to attack while you do the glide) feel like the break the intended flow of the game a little bit, and A both activating your glide and de-activating it AND jumping can make the precision of some challenge rooms a real pain, but the gameplay still feels really good to go through, especially once you've got some practice at it.
The game has a fair amount of challenge rooms and optional content you can go for if you're feeling up for a challenge, and they're usually pretty fair and nice challenges. Sometimes they're maddeningly difficult, and the hardest of them easily make up the most difficult sections in the game. That said, they're totally optional and only unlock a sidegrade (granted it's a very good sidegrade) for your shuriken, and none of them are nearly so hard as the most difficult optional areas of Hollow Knight (to give one example). I loved tracking them down, and it was always super satisfying to finally conquer one.
The music and graphics are also great, but I also think that that's an unevenly split level of quality. The 8-bit graphics and music far surpass the 16-bit stuff for various reasons. It may just be down to hearing most all of the 8-bit stuff before you hear the 16-bit versions of it, but I didn't like any of the 16-bit (more Mega Drive-esque) tracks as well as their 8-bit counterparts. I'm also not a huge fan of the 16-bit stage designs largely because of how they force you to relearn the visual language of the game in a fairly hamfisted way. The game is full of wall-mounted objects (usually lanterns of some kind) that you can slash for a jump in mid-air, and the 8-bit sections usually have these hanging in untextured (or lightly textured) backgrounds. The 16-bit sections are much brighter and have much more involved backgrounds, and they make these wall-mounted objects much harder to see, especially going back through areas you've been through once before. The game is still beautiful and very pretty to look at, but the 16-bit sections feel like they prioritized aesthetics over function at some point and the game suffers a little for it.
The Picnic Panic DLC is unlocked once you beat the game's main story, and you can access it from the game's shop. In an alternate universe, The Messenger of that world hasn't been doing so hot, so you've gotta step in to go in their stead to a tropical island off the coast. This is a really good add-on to the main game that has another dozen or so collectibles across two new mostly-linear areas. There's a fun new surfing mini-game, as well as what is definitely the hardest proper boss in the game, and even a Punch Out-style final boss battle just for funsies. It flows really well into the rest of the existing content, and the writing is all-around a little tighter and better than the main game (although not by any great margin, I just liked the humor here more). It's definitely worth checking out if you enjoyed the main game, and is an absolutely stellar piece of free content.
Verdict: Highly Recommended. For all the small faults I may find with it, I'd be damned if I said I didn't really enjoy my time with The Messenger. It's not quite Shovel Knight, but it's still an amazingly fun action game and a pretty darn good Metroidvania. It's challenging but still forgiving, and it's well worth the purchase if you like either of those genres.
The Messenger is the story of a ninja tasked with carrying a scroll to the top of a glacier on the edge of his island to fulfill a prophecy after his village is destroyed by the Demon King. Only after arriving at the end of the island, however, does it get revealed that The Messenger is only one in a long line of Messengers who have been carrying out this same task throughout time, putting off annihilation by the demons time and again forever, and it's up to your particular Messenger to help defeat that cycle once and for all.
The writing is definitely closer to something like Guacamelee 2 than a Hollow Knight or Timespinner (or heck, even Guacamelee 1). There are some solid character traits to the few characters that are there, but most of them just amount to being 4th-wall breaking and quirky. I found the humor in the game, while often clever, was so omnipresent in all the dialogue that it was usually more annoying than actually enjoyable (especially by the greed demon who brings you back to life). The narrative overall has a decent bit of interesting (if a bit gratuitous at times) lore, but isn't really trying to do that much in the end other than give a fairly archetypal story of good triumphing over evil. Not an outright bad thing, but definitely something worth mentioning.
The gameplay of The Messenger is where things really shine, at least for the most part. The game starts off in a more 8-bit-inspired graphics style with music to match, and those sections largely compose of linear action-platforming segments. Once you get around the 8th stage or so, you hit a time warp and travel forward in time 500 years and the graphics and music change to a 16-bit style, and then after a few more stages the gameplay also transitions to a Metroidvania instead of being linear.
I don't think the game is nearly as solid a Metroidvania as it is an action game, though. The bosses and the stage flow of the linear sections are really great, but once you get to the Metroidvania part, it feels a lot more like backtracking around a lot rather than exploration (due in no small part to how annoying the game's warps are placed). It's luckily not usually too hard to figure out where to go (save for one section about getting through an underwater Lost Woods-type area), but the game slows down a LOT in the Metroidvania section, and that was fairly disappointing. It's still not a bad Metroidvania, but it's a shame the game's main gimmick of "linear action game that becomes a Metroidvania" seems to not really stick the landing very well.
The gameplay and bosses really are great though. The game's main gimmick is introduced from the prologue in that you get another jump when you land a hit in the air, and there's no limit to the number of times you can do this. This makes for some really wild platforming potential as you get more upgrades to your moveset, both optional and non-optional. Some of the optional ones (particularly the ability to attack while you do the glide) feel like the break the intended flow of the game a little bit, and A both activating your glide and de-activating it AND jumping can make the precision of some challenge rooms a real pain, but the gameplay still feels really good to go through, especially once you've got some practice at it.
The game has a fair amount of challenge rooms and optional content you can go for if you're feeling up for a challenge, and they're usually pretty fair and nice challenges. Sometimes they're maddeningly difficult, and the hardest of them easily make up the most difficult sections in the game. That said, they're totally optional and only unlock a sidegrade (granted it's a very good sidegrade) for your shuriken, and none of them are nearly so hard as the most difficult optional areas of Hollow Knight (to give one example). I loved tracking them down, and it was always super satisfying to finally conquer one.
The music and graphics are also great, but I also think that that's an unevenly split level of quality. The 8-bit graphics and music far surpass the 16-bit stuff for various reasons. It may just be down to hearing most all of the 8-bit stuff before you hear the 16-bit versions of it, but I didn't like any of the 16-bit (more Mega Drive-esque) tracks as well as their 8-bit counterparts. I'm also not a huge fan of the 16-bit stage designs largely because of how they force you to relearn the visual language of the game in a fairly hamfisted way. The game is full of wall-mounted objects (usually lanterns of some kind) that you can slash for a jump in mid-air, and the 8-bit sections usually have these hanging in untextured (or lightly textured) backgrounds. The 16-bit sections are much brighter and have much more involved backgrounds, and they make these wall-mounted objects much harder to see, especially going back through areas you've been through once before. The game is still beautiful and very pretty to look at, but the 16-bit sections feel like they prioritized aesthetics over function at some point and the game suffers a little for it.
The Picnic Panic DLC is unlocked once you beat the game's main story, and you can access it from the game's shop. In an alternate universe, The Messenger of that world hasn't been doing so hot, so you've gotta step in to go in their stead to a tropical island off the coast. This is a really good add-on to the main game that has another dozen or so collectibles across two new mostly-linear areas. There's a fun new surfing mini-game, as well as what is definitely the hardest proper boss in the game, and even a Punch Out-style final boss battle just for funsies. It flows really well into the rest of the existing content, and the writing is all-around a little tighter and better than the main game (although not by any great margin, I just liked the humor here more). It's definitely worth checking out if you enjoyed the main game, and is an absolutely stellar piece of free content.
Verdict: Highly Recommended. For all the small faults I may find with it, I'd be damned if I said I didn't really enjoy my time with The Messenger. It's not quite Shovel Knight, but it's still an amazingly fun action game and a pretty darn good Metroidvania. It's challenging but still forgiving, and it's well worth the purchase if you like either of those genres.
What a fun time the Messenger was.
Apart from a couple of painful backtracking sections, this was wall to wall gaming bliss. It's got a no fluff mentality where everything is simple, to the game's benefit. You chop monsters, run and grapple hook to stuff, and bop out to the amazing soundtrack. The writing is also surprisingly clever and got a good couple of laughs out of me.
Oh and, Quebec represent, of course.
Apart from a couple of painful backtracking sections, this was wall to wall gaming bliss. It's got a no fluff mentality where everything is simple, to the game's benefit. You chop monsters, run and grapple hook to stuff, and bop out to the amazing soundtrack. The writing is also surprisingly clever and got a good couple of laughs out of me.
Oh and, Quebec represent, of course.
It´s a good game overall. At first i wasn´t that big of a fan but it grew on me, the pixel art and music are really good , the combat is simple but intuitive and it has a lot of twists.
Halfway it transitions into a metroidvania, with a lot of backtracking ( that enphasize the problems with traversal, since the fast travel is restrictive) but i did enjoy it overall.
The writting really added to the game and the twist, they are honestly a part of why i enjoyed it as much as i do. Especially when 4th wall breaking humor can be a little too intrusive sometimes.
Halfway it transitions into a metroidvania, with a lot of backtracking ( that enphasize the problems with traversal, since the fast travel is restrictive) but i did enjoy it overall.
The writting really added to the game and the twist, they are honestly a part of why i enjoyed it as much as i do. Especially when 4th wall breaking humor can be a little too intrusive sometimes.
Well, it starts as an easy ninja gaiden until you suddenly realize that it's not a ninja gaiden clone but a Celeste-like game, focusing heavily on the platforming as combat is really simple but effective.
Halfway through the game it changes from a linear sidescrolling to a metroidvania that has one of the worst backtracking requirements with a terrible fast travel system. I almost dropped the game due to this but I'm glad I continued.
The game never really picks up when it becomes a metroidvania but it never really felt like a bad game, just a cumbersome one.
The highlight of the game is the writing IMO, as I was always smiling if not outright laughing due to the writing. The story itself is not great but serviceable enough that keep the game running.
I absolutely recommend playing this game, however, be aware that this is not a sidescroller action game but a metroidvania with so much backtracking with terrible fast travel.
Halfway through the game it changes from a linear sidescrolling to a metroidvania that has one of the worst backtracking requirements with a terrible fast travel system. I almost dropped the game due to this but I'm glad I continued.
The game never really picks up when it becomes a metroidvania but it never really felt like a bad game, just a cumbersome one.
The highlight of the game is the writing IMO, as I was always smiling if not outright laughing due to the writing. The story itself is not great but serviceable enough that keep the game running.
I absolutely recommend playing this game, however, be aware that this is not a sidescroller action game but a metroidvania with so much backtracking with terrible fast travel.
"There once was a servant who didn't know how to read.
The day came where his master asked him to read something for her, to which he replied: "I'm sorry my Lady, I can't read."
That reply immediately got him fired.
So he went out in the streets, looking for a tea house to relax and accept the bad news.
When he couldn't find any, he reckoned he probably wasn't the only one to wish there was a tea house in his small town, so he opened up his own.
It really picked up, so he build many more, and become rich in the progress.
One day, his accountant asked him to review a piece of document, to which he replied he didn't know how to read.
The accountant, who couldn't believe his ears said: "If you became a millionare without even knowing how to read, just imagine where you would be if you could read."
"Oh, I know exactly where I would be", the rich man replied. "I would be a servant"."
The day came where his master asked him to read something for her, to which he replied: "I'm sorry my Lady, I can't read."
That reply immediately got him fired.
So he went out in the streets, looking for a tea house to relax and accept the bad news.
When he couldn't find any, he reckoned he probably wasn't the only one to wish there was a tea house in his small town, so he opened up his own.
It really picked up, so he build many more, and become rich in the progress.
One day, his accountant asked him to review a piece of document, to which he replied he didn't know how to read.
The accountant, who couldn't believe his ears said: "If you became a millionare without even knowing how to read, just imagine where you would be if you could read."
"Oh, I know exactly where I would be", the rich man replied. "I would be a servant"."
At first glance, the game seems to be just a good looking clone of the classic Ninja Gaiden games with funny dialogues, good humor, and a pretty standard arsenal of abilities. However, in the middle of the game, it makes several plot and gameplay twists and surprises quite a bit.
I still like the first part and DLC more, as the metroidvania part was a bit boring, but I do appreciate the diversity of gameplay over the entire game.
Even though it looks a bit retro visually, the controls are surprisingly smooth and precise. It requires quick and accurate actions from the player, but it doesn't feel unfairly difficult, so it was a blast to play it.
8.5/10
I still like the first part and DLC more, as the metroidvania part was a bit boring, but I do appreciate the diversity of gameplay over the entire game.
Even though it looks a bit retro visually, the controls are surprisingly smooth and precise. It requires quick and accurate actions from the player, but it doesn't feel unfairly difficult, so it was a blast to play it.
8.5/10
Um jogo sensacional, com referências a Shinobi e jogos de plataformas antigos, com bom personagens e diálogos engraçados, boa historia com uma base simples, mas enriquece de acordo que se avança no game. Usar 8bits e 16bits quando alterna ente passado e futuro, achei uma sacada muito boa, que deixou o jogo mais único.
Review pós platina
Tendo como sua maior inspiração o lendário ninja gaiden, The Messenger é o que todo jogo inspirado em um clássico deveria ser, uma homenagem que melhora tudo que seu precursor fez, possuindo uma dificuldade bem balanceada, gameplay fluída e intuitiva, gráficos lindos perante sua proposta, e uma história supreendentemente boa, com doses certas de humor, que com ctz irá tirar um arzinho de seu nariz.
Em relação a sua platina, é bem simples, exigindo que vc faça tudo que o jogo possui, tendo apenas 2 troféus mais complicados, de resto, é teta
Tendo como sua maior inspiração o lendário ninja gaiden, The Messenger é o que todo jogo inspirado em um clássico deveria ser, uma homenagem que melhora tudo que seu precursor fez, possuindo uma dificuldade bem balanceada, gameplay fluída e intuitiva, gráficos lindos perante sua proposta, e uma história supreendentemente boa, com doses certas de humor, que com ctz irá tirar um arzinho de seu nariz.
Em relação a sua platina, é bem simples, exigindo que vc faça tudo que o jogo possui, tendo apenas 2 troféus mais complicados, de resto, é teta
Gran juego de Sabotage Studio, creadores de Sea of Stars y que comparte universo con dicho título. The Messenger es un juego muy divertido, con una gran jugabilidad y que tras su apariencia de plataformas 8-bitero esconde mucho más. Me he llevado más de una sorpresa mientras lo jugaba. Sin duda lo recomiendo para todo el que le gusten los plataformas clásicos... y no tan clásicos ;)