This review contains spoilers

Let's get this clear: there be spoilers below. I’m a stickler for avoiding spoilers like the plague, and I played this game almost as blind as one can be: I was told it’s good and I saw the first 30 seconds of the "PSEUDOREGALIA - (Intro and Movement Basics)" section of Nitro Rad's review. The first section of this review will talk only about vague game design concepts; there will be no story, theme, or specific mechanical spoilers. I recommend stopping there if you have yet to experience the game firsthand.

I paid for this game myself.

Full Playthrough Video

========== SPOILER-FREE SECTION ==========

Pseudoregalia features a wonderfully crafted platforming moveset contained within a surreal medieval castle and truly non-linear progression. This comes at the cost of a strong narrative, but the world is filled with fantastic breadcrumbs which pique one’s curiosity. Mechanical growth is paced excellently, leaving nary a dull moment, and the game’s runtime is also palatable, clocking just under five hours for my casual playthrough. The presentation likewise charms with its N64-style visuals and audio, whilst preserving modern amenities via the short-and-sweet options menu. The music is overall pleasant, but some tracks can become a little grating, with rather short loops. Parts of the UI look slightly lifeless, with large flat-color buttons reminding me of stock assets. Inconsistent line weights also occasionally give it a cheap look.

The supplementary gameplay is relatively strong. Combat is snappy and satisfying, but it lacks variety and few enemies prove threatening. Each area’s enemies also never change; A dynamic difficulty option, a-la Spyro 3, or some other form of permanent enemy progression, would be much preferred, though possibly difficult to balance. One boon is the power meter, providing an interesting decision between attack power and defensive power, depending on how the player uses it. Additionally, as the meter is filled during combat, it provides extrinsic motivation to defeat enemies. Puzzles, a core tenant of many exploration games, are represented via movement conundrums, complementing the main gameplay rather than interrupting it. The player will see many gaps and wonder if it is possible to cross them, and often, it will be, given tight execution.

Accessibility is satisfactory, with Steam Input granting excellent controller support. I used a Switch Pro Controller, which is not natively supported, without issue. Minimal configuration was necessary, and the presence of a single “accessibility” option, which dons the protagonist with a pair of pants, will be dearly appreciated by some folks. Notably, this game lacks a map feature. I did not mind, but one could become quite lost if he or she waited more than a couple days between play sessions. Apparently, an update adding a map is in the works.

My only major technical gripe is with the camera. By default, it is fully player-controlled. The face buttons are used extensively during platforming, leaving the player unable to use the right stick during extended maneuvers. The mouse controls are likely more natural in these circumstances. There is a more traditional option, where the camera follows behind the character, but I find it more awkward than manual control; perhaps holding a shoulder button could enable it. Some areas are also a bit too dimly lit.

Lastly, the game has a wonderful sense of mystery and places healthy trust in the player. It does not waste your time, and it does not baby you.

========== SPOILERS BELOW ==========

The game’s title screen sets the stage perfectly: the beautiful starry void, the lone misty figure of the main character, and fade-in of the gorgeous art deco title card complement the soothing music as it washes over you. Beginning the game presents a short opening cutscene, immediately followed by gameplay. The music is playfully somber, with the main melody dancing around the rhythmic ticking of a distant clock. It is an emotionally complex, yet tonally simple theme, suiting the intro perfectly; who is this character and what is this place? How did we get here and why was our arrival urgent? Why are these hapless goat creatures imprisoned deep within a dungeon?

Thus begins the tutorial, a brief, mostly linear section. The game eases the mechanics onto the player very nicely, leaving little breadcrumbs to catch an observant eye. Abilities are described simply, and the player must solve simple challenges with them to advance, a-la Zelda. Within a few short rooms, the player is taught the basics of progression and combat, and is then turned loose on the greater map, punctuated with a musical shift.

The different musical pieces fit each area nicely; every single one (with one exception) invokes a feeling of mental fogginess; most melodies are short and simple, sporting a distinct corruption of medieval thematics. Some tracks, notably that of the Twilight Theater, carry a strong sense of momentum to push the player forward, complemented by sweet jazzy horns.

Pseudoregalia's world is saturated with melancholy, feeling like an interactive fever dream; there are nonsensical, blocky layouts and a great lack of placeness. Areas are left desolate, as if this castle consists exclusively of connective rooms. The architecture makes sense broadly, with the dungeon and such below and airy yards found above, but it all begs the question of who lived here, if anybody, and what it was like beforehand. The occasional outdoor areas, if that term is even accurate, follow suit. Other parts of the castle can be seen in the distance, through thick fog that could be construed as a real atmosphere. Looking upward, however, renders an immense cave, lending an unnerving sense of claustrophobia, keeping the player on-edge fantastically.

Getting back to the gameplay, I must gush about the movement. The controls are smooth like silk, and actions chain together gracefully. At first, platforming is tight and direct, but before long it morphs into bounding waves of alternating horizontal and vertical movement. Admittedly, simple jumps do wear thin by the end, but effortlessly rocketing oneself down hallways and across chasms remains exquisite. Abilities are elaborated organically; the slide initially feels stilted, but the ability to jump out of it whilst maintaining momentum is found before long. Likewise, every aerial maneuver is similarly jubilant and endlessly useful. The level of player expression afforded by Pseudoregalia is second-to-none, whereby many sections can be shortened or bypassed completely with a dose of clever thinking and some tight execution, enhancing new and old areas alike.

Some abilities are, sadly, underused. The Strikebreak charge attack allows one to break specific walls, but this is seldom used. The Soul Cutter projectile is finicky to aim, even in first-person mode, and depleting the power meter seals its fate in combat, as powered-up standard attacks are superior. This is exacerbated by the fact that it modifies the Strikebreak attack, which may have been useful without the power depletion.

Pseudoregalia also sports moderate Christian themes. Aside from being period-appropriate to the medieval setting, they enhance the atmosphere of the game. The Dream Breaker clearly resembles a crucifix, and raising it to the sky and hearing the church bell ring whilst healing is chilling.

Eventually, the player will stumble upon the main objective, the golden keys, either by collecting one or by reaching the final area early. This objective mercifully complements the exploration, rather than the all-too-common pitfall of opposing it. These keys are hidden well, but an observant and thorough player will not get lost, and stone tablets provide their rough locations if required. The finale of the game is thematically fitting, though I’ll avoid spoiling it here, and the ending is gut-wrenching.

========== ENDING SPOILER ==========

My biggest disappointment with the game is probably the protagonist. She is left a mystery until the very end, but unfortunately her name is betrayed by the options menu. The ending appears to expect the name reveal to bear substantial weight, but it is unfortunately cheapened by the prior reveal.

========== BONUS, WITH SPOILERS ==========

The sound design is impeccable. Movement is punctuated with airy swooshing sounds and sharp footsteps, whilst slower actions provide heavier sound effects. My favorite sound of all is undoubtedly the sound of the Dream Breaker sticking itself into the ground with a meaty clang.

The Underbelly’s PlayStation-style polygon warping is a fantastic little touch, but it is incomplete. I would have enjoyed the option to disable texture filtering in this area, and perhaps even enable affine texture mapping, but this is minor overall.

The protagonist has a distinctly regal, yet lovably cute design. And a nice ass.

Reviewed on Jan 06, 2024


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