Shiness

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Shiness review
Quinn Levandoski

Review

Colourful game world, shoddy combat

Familiar, but Fun


Shiness, a Japanese-style RPG Kickstarter success story by the French indie developer Enigami doesnt come off as the most original in the world, but, in this case, thats not really a bad thing. Shiness embraces familiarity, telling a story with a chosen protagonist that crashes into a strange land filled with elemental spirits, exotic names for people and places as well as numerous groups vying for power and influence that would all feel at home in an old childrens movie. An extension of this cliche-but-warm feel is that the most compelling element of the game is the world. Wildlife, both cute and anything but, populate landscapes with environmental designs far more varied than I expected. They are a visual pleasure to explore. Bright, richly colorful landscapes and character models give the game a childlike sense of adventure and charm that begged my inner child to come and play.

While wandering around the mysterious Celestial Islands that make up Shiness setting, it isnt all sunshine and butterflies for the heroic Chado (yes, its pronounced Shadow). Like in any good mysterious realm, there are, for some unexplained reason, puzzles blocking your on-foot progression. These puzzles are simple, but I was ok with that. Not every game, even ones with a focus on puzzles, need to be filled with brain-busters. Simple can be good in a largely relaxing game like Shiness, and the press this to make that happen core that most environmental challenges boil down to was engaging enough to keep me from getting bored, even if they were not terribly creative or original.

Cage Fights


Combat is a bit strange. Most of the game is a free-roaming, semi-open platforming world, but when engaging in combat a barrier drops down locking you and your enemies into a circular arena until youve completed the fight. I suppose its a matter of taste more than anything, but I really dont think this decision is terribly becoming. Not only does it suffer from the detractions mentioned a bit further down, but it also kills the pace. Every time you get too close to an enemy, by accident or choice, youre locked into this mini fighting game-style showdown. After its done - every single time - theres a brief pause where youre scored on stats like speed, damage taken, etc. I dont think it was a good decision, and I think the game as a whole would have been much better off with a more traditional style of open action-RPG combat.

In the earliest parts of Shiness youll only have your punches and a kick to protect yourself, which, as far as I can tell, dont really differ from each other (or, if they do, its never explained), then a block and dodge, then a parry. At this stage I just didnt find the combat to be terribly engaging. From here on, however, things do get significantly more deep and complex. Pretty soon youll gain elemental magic that comes with its own rules of usage and replenishment, and allies that can tag in to fight too. I really appreciate the ambitious approach of the developers to get so many different things blended into the combat at one time, even if can sometimes seem to be a bit overwhelming.

Dumb Enemies


The bigger issue with Shiness combat is that it lacks some of the more nuanced elements that can make or break a game of this type. Good combat systems based on blocks, hits and parries rely extremely heavily on their animations. A player needs either visual or aural (or, ideally, both) cues to let them know what to do when. Recognizing these signs and/or patterns in the enemy is the exercise of skill that keeps it from becoming a button-mashing crap shoot. Enemies in Shiness attack quickly and with little warning, making defense an exercise in luck more than anything else. More often than not, I just blocked until the enemy stopped, then started mashing attack until it was gone. Thats not challenging. It isnt helped by the fact that the enemy AI can be quite poor during squabbles, making effective strategy all the more challenging.

Shiness is an ambitious game with a whole lot of charm and character thats held back by some design choices that just didnt do it for me. I appreciate the effort put into building a colorful game world filled with characters that do seem straight out of a long-established anime or manga, and the simple puzzles make exploring and progression pleasantly relaxing. If I wasnt fairly sour with the way combat has been implemented Id find the experience to be an easy recommendation, but as it stands theres a bit too much that needs to be polished before the game can really shine.

6.8

fun score

Pros

Beautiful colors, varied landscapes, charming characters and world, satisfying puzzle elements.

Cons

Arena combat system, poor enemy AI in combat.