Early Hours: Shattered - Tale of The Forgotten King

FromSoftware sparked an entirely new genre in gaming with landmark titles such as Demon’s Souls, Dark Souls, and Bloodborne. Tight combat mechanics, challenging foes, remarkable artistic direction, and profound environmental storytelling became staples of what we now call the Souls-like genre. In recent years, we’ve seen FromSoftware’s masterful work inspire a new wave of independent developers, inspiring new takes on the genre beloved by many. In 2017, indie darling Hollow Knight from Team Cherry exquisitely adapted the formula onto a 2D plane within a strikingly gorgeous hand-drawn world. In 2020, Cold Symmetry put their own engaging twist on the defensive aspect of the combat with the critically acclaimed Mortal Shell. Now in 2021, French newcomers Redlock Studio are aiming to deliver the next must-play for the ever-growing feverish fanbase with Shattered - Tale of The Forgotten King.

wander_chara.jpg

Shattered was initially revealed during E3 2016 as a part of the Square Enix Collective, Square Enix’s support division for smaller independent studios. While the inception of its narrative began back in 2006, followed by full development initiating in 2015, Shattered ironically radiates the impression that it has been tailor made to effortlessly fit within Square Enix’s library from the start. Both visually and mechanically, Redlock takes many influences from the beloved Platinum Games franchise Nier. Slow, methodical, dreary Souls-like and vibrant, fast-paced, genre bending action may sound contradicting, but the blend of these two concepts work quite brilliantly together. This mad science experiment results in crafting elements that helps Shattered stand out from the pack of Souls-likes fighting for the spotlight. 

landscape.png

Upon stepping into the world of Hypnos for the first time, Shattered presents itself unlike any Souls-like I’ve played before. Artistically, the game finds vibrance in its dark, fantastical world leaning into textureless yet boldly colored landscapes and characters. Aside from a few exceptions, stunning yet dreadful environments have become a bit of a cliche in the genre, so Shattered’s visuals are a welcomed addition to the family. Taking a more cel shaded approach lends for a more enriching experience for the eyes. The world feels like a hazy dream wrapped inside outstanding painterly backdrops, one reminiscent of Dorthy jogging through poppies. It adds to the mystery of the narrative, and drives you to dig deeper to see what is awaiting for you next on your journey.

CiQz7oXW0AA1kBb.jpg

When executed properly, the heart of Souls-likes lie within the characters themselves and their personalities both visually and in writing. The games can fall into the trap of making the characters a second thought, creating a more generic vibe that infects the experience as a whole. Shattered does not fall into this trap. Even in the early hours, the hard work Redlock put into the narrative and design development shines, and a major part of that is due to Shattered’s cast of characters. There is frankly no better way to describe the design of these characters other than simply “rad.” Greyscale tones blended with cool blues and purples coloring cloaked and masked figures set the tone for the game as a whole. The one boss I have faced thus far is strikingly intimidating with a fight taking place in a mythical voided arena creating a cinematic encounter that commences with a WWE-like entrance from the boss himself. It once again feels very Square Enix-like, and from the start is a welcoming sign for those players who may feel intimidated by Souls-likes but are coming in for the familiar aesthetic. My one criticism on design comes with the enemies you encounter in the semi-open world. In the early hours, there is not much variety in emery design as you fight slight variations on the same enemy type continuously. As I approach the second major area in the game in my playthrough, I hope to begin seeing a bit more variety. 

While on the subject of design, I would be remised if I didn’t take this opportunity to point out another quite hilarious Nier comparison I could not help to make. Accompanying your character, The Wanderer, on their journey is a tiny creature named Yaak. Yaak is Nier director Taro Yoko. You cannot tell me otherwise.

Yoko Comparision-01.png

Dialog between NPCs is presented with beautifully illustrated character designs, akin to storytelling techniques used in titles such as Fire Emblem or Hades. While the environments excel in its more simplistic cel shaded aesthetic in the moment to moment gameplay, these illustrations are a lush garden of detail. This may sound contradicting, but the color palette and line work utilized enhances the in-engine character models and brings them to life. Particular shapes executed around the eyes and mouths express unique personalities traits from character to character without ever animating. This alone shows how much 15 years of world building can pay off in the smallest details. Redlock should be commended in their patience in elegantly crafting these characters and the world they live in for so long.

Shattered is a visual standout, but in Souls-likes, gameplay is king. At its core, Shattered shares traditional mechanics to others in the genre; the balance of vitality, stamina, and magic through a familiar upgrade system, and the combat mix of light and heavy attacks paired with mastering a parry system. With this familiar core, Redlock takes the systems a bit further with a few simple, yet welcomed additions. Taking influences from more traditional fast paced action RPGs, The Wanderer can double jump and dash, creating a more rapid approach to both exploration and a means to back off with ease when in trouble. There is the allotment of four weapon and magic slots each, allowing you to adapt to any situation presented to you without stumbling through active pause menus mid battle. These feel like quality of life upgrades to the genre, and once again, creating a more welcoming first impression to those who may be experiencing a game like this for the first time. Dark Souls can feel slow and clunky to newcomers, whereas Shattered feels more akin to a traditional action RPG. 

roi pénitent.png

The final, yet most profound Nier comparison to make lies within Shattered largest twist on the formula. At certain moments while making your way through the world, the game seamlessly shifts from a semi-open world third person adventure to a 2.5D action platformer. This should not work, but it does. It’s a new twist on what these games can offer in challenge and refreshing gameplay. While in the early hours, this mechanic is quite simple to ease you in. So far, the two standout moments range from a 2.5D side scrolling combat section and platforming down a mountain. These areas create a unique and refreshing take on combat keeping the players on their toes for a sudden shift in approach. I am remarkably intrigued in how it will be implemented later on with greater challenges and the promise of genre-bending boss encounters. 

trees.png

As a Souls-like veteran, I found the game quite easy in the early hours. I only died once, which was during the first boss encounter. And contrary to the mindset some some veterans of the genre, that is not a bad thing whatsoever. It’s actually great!  When people would ask my opinion on how to get into these games, my gut reaction would be Bloodborne due to its captivating aesthetic and faster pace. But now, that opinion may shift to Shattered. Its first impression, while may present a slight challenge to newcomers, is not punishing. It does not put its guard up throwing massive crowds of enemies your way. Instead, it slowly gets you accustom to the moment to moment gameplay casually leading you up to your first boss encounter. And with the boss encounter, the game does not punish you upon death with a tricky and long boss run to get back to the action. The first boss is presented inside of its own arena with a dedicated check point akin to a Dark Souls bonfire. Shattered does everything in its power to not scare you away in frustration. Instead, it encourages you to keep driving forward.

SHATTERED.jpeg

Redlock notes that “Tale of the Forgotten King is but a first step into the world of Hypnos, with more games already planned.” Throughout this piece, I have been making a lot of comparisons and allusions to Square Enix, both in Square Enix’s library and Shattered’s place under the Square Enix Collective’s umbrella. There is potential seeded deeper within for the future of this franchise. Square Enix does not have a Souls-like in its core published library. With the all around success this genre holds, I suspect it’s a gap in the library Square Enix would love to fill. With its aesthetic design and mechanical twist, it truly does feel as if it is already a part of the family. If Shattered finds an audience with this initial release on PC and later on with future platform releases, I would not be surprised if Square Enix officially picks up Redlock Studio. With the full backing of a major publisher, the potential of Redlocks talent and execution for future titles in the Shattered franchise is quite limitless. Frankly, its the backing I truly love to see rewarded to talented independent developers after a decade-plus of hard, passionate work.

intro-1611689141.jpg

With a compelling world, rich narrative design, and engaging combat, Redlock Studio has struck gold. Though I have barely scratched the surface and experienced what this roughly 30 hour RPG has to offer, I am completely enamored with what Shattered presents in its opening hours. This is a title I would already recommend to anyone, especially those who feel intimidated by Souls-likes. Redlock created a new gateway drug for the genre, one that is fun and welcoming for newcomers. Hypnos is a world I am eager to get back to thriving with interesting, lively characters and enthralling boss encounters. Shattered - Tale of The Forgotten King is a bright, hopeful start of what could potentially become a staple franchise within the beloved genre.

Written by Mike Towndrow

Previous
Previous

Speed Limit Review: A Child’s Action Flick Fever Dream

Next
Next

Preview: A Long Journey To An Uncertain End