There are few things in this world that are as expanding and full of surprises as a child's imagination, and there are few games that can communicate this concept successfully Knights and Bikes. The latest release of Foam Sword – a studio developed by some Media Molecule staff – has managed to convey a sense of apathy and childhood adventure, while also making enough notes to be a good co-op action game. While the gameplay won't do anything new or compelling, the general beauty of the presentation and storytelling ensures that the Knights and Bikes will never be forgotten.
The story takes place on the mysterious Island of Penfurzy Island, where it has long been hidden in the island by fearless knights and later cursed by invisible forces. Nessa, a seemingly orphan girl, comes to the island in search of lost treasure, and becomes fast friends with the powerful and thoughtful Delza, who lives in a street / gray park run by her father. Demelza initially doesn't indeed they believe in wealth, but he quickly changes his mind when he and Nessis aim to start what may appear to us real a curse on the island.
This is probably the handle of what gives the Knights and Bikes such an edge in its storytelling. The narrative told from the perspective of two young girls leads to many real magical things that come up, and it is never quite clear whether the events are happening. actually they happen as they appear or when children are simply lost in their imagination. Naturally, things get even better as they both continue their quest for wealth, and this long journey does a wonderful job of conveying the purity and friendliness of their relationship. Little things like how Demelza gains power over Nessa using her bike, or how the two of them make the sound of a plane when you hold the escape button, make small but important moments that affect each of the girls' personalities in heart-wrenching ways.
Though full of verve and whimsy, the Knights and Bikes also prove to be small tiles in many ways. For example, Demelza, whose mother died in an accident just before the start of the story, and another television presenter shows Nessa a construction troupe in which she talks to a dressmaker and works on it. Moments like these help to add context to some of the most demanding gems, while giving the two main stars how much credibility they make them more appealing. This fine balance between brightness and darkness is greatly appreciated by the developers, making the team draw on everything else as the hours pass.
Gameplay can be described more closely as a line, a more focused co-op Zelda myth, each playable part is composed of a mixture of simple puzzles and simple combat units. Each girl gains unique skills in their journey that often need to be used together for development to be made, and these skills can often be used in more than one way. Nosa, for example, uses water balloons simultaneously, and this can create holes that can be destroyed using Demelza's boots to cause actual damage to enemies. Although unusual puzzles of the variety you need to stop and think about next, they are able to put in enough logic that they have fun. The same can be said for combat. You can block the wrap and use a mixture of very close and far-reaching attacks to leave all sorts of unique monsters, and although the combat is fun and fun, it doesn't prove that it has much depth to it.
Although not an open-world world, exploration is still a priority for Knights and Bikes. Going under rocks and locked boxes inside, for example, often gives you a few gems (game money) that you can add to your collection. These treasures take the form of random items such as worms and miniature toy robots, and can then be transported to a bicycle shop and traded with a friendly shopkeep for new cosmetic upgrades (such as a flag and wheels) for your movies. Maybe it would have been more interesting if the screening was more focused on providing gameplay and books improvements, but this focus on cosmetic changes means you can do as much or as little attention as you want without affecting your game progress anyway. Also, some of those cosmetics there is good; who doesn't want a flag on their bike with worms throughout?
We feel that focusing on playing co-op on Knights and Bikes is something that allows the conversation to continue, because you have the option to play either alone or with one friend. If you choose to go it alone, you can switch between controlling Nessa and Demelza voluntarily, with AI taking another girl. Although there is a tendency to get stuck at the geometric level now and then, we were very impressed with how much AI manages to handle any role it needs. You can make it an entire ten (ish) hour of experience with this AI character, however, we can argue that that misses the point of Knights and Bikes altogether.
This is a game it meant to be played with a friend, it fits in with a great theme of friendship. For example, a few mini-games appear throughout the adventure where two girls will compete directly in, say, a race or something similar. The outcome of the competition is not trivial – no previous game or results like this one – but competing with inanimate AI removes the similarities when developers try to draw between girls and anyone who happens to hold controllers. It's not about the competition itself, it's about the interaction that happens between two people, whether it's on the screen or sitting on the couch. This philosophy extends throughout the game with a great focus on co-op and while, of course, you can do it through all the issues and challenges of your own choosing, you miss the critical aspect of knowing about not having an existing friend to enjoy with you.
We will go back to discussing Knights and Bikes without paying particular attention to the it is very good presentation on display throughout the adventure. Rex Crowle's masterpiece looks incredible, packing each scene with a heap of small, quirky details that all look like they were written in sketches. The clear, high-profile face that the characters make throughout the story is something that can be seen, and all of this is compared to a sound design that draws in the same way that you can't miss a beat. Many personalities can be introduced into cutscenes through random samples, such as a jaguar call in which Demelza talks about a goose with a specific shape, while environmental sounds like a light breeze as the surveillance girls do a lot of legwork to help set the scene.
Conclusion
From title to back, Knights and Bikes are fun to see and a showcase of the power of talent in the Foam Sword. Demelza and Nessa's story is a compelling beat to all the emotional and humorous beats, while the laid-back game is proving varied and exciting as the story unfolds. All of this is packaged with some stellar presentation to make the bed experience you never want to miss. We offer Knights and Bikes a strong recommendation for whichever way you choose to play, but keep in mind that you will have the best and most rewarding experience when playing it with a friend.