I recently had the opportunity to delve into the early stages of Trek to Yomi as part of my first impressions, for which chapters one and two were made available to me. During this test, I was hooked on this action-adventure game by Leonard Menchiari and Flying Wild Hog; So much so that I said it was one of the best indie titles of the year. Back in the present, Trek to Yomi is coming soon, and I’ve been able to experience the rest of this samurai tale to see if it lives up to my expectations.
Based on the story of a young samurai named Hiroki, Trek to Yomi chronicles his journey to fulfill his deathbed promise to protect his people. But this isn’t the story of a protector without more since Hiroki’s journey will take him beyond death, leading him to face his own demons and draw strength when all seems lost to keeping his word. It’s more of a story of redemption as Hiroki grapples with the person he’s become and the choices that got him where he is and how far he has to go to keep his promise. Without spoiling the plot too much, anyone who enjoys Japanese culture and legends will recognize that the game’s name, Trek to Yomi, basically announces that Hiroki must travel to and through the Land of the Dead in order to complete his mission fulfill .
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Many things can be expected from this game. The story spans Hiroki’s entire life, covering an important part of his adolescence before he transitions into adulthood. She is then forced to face this overwhelming journey due to a horrific incident in which many of her loved ones and the people she was tasked with protecting are brutally taken from her in what can only be described as a miscalculation. It’s a tough and emotionally complex storyto say the least, which is to be expected from a title that tries to entertain as if it were a classic black and white samurai film directed by Akira Kurosawa.
Trek to Yomi does just that: it’s a game designed to blow your mind with its cinematic sequences and awe-inspiring landscapes. Trek to Yomi’s basic design, which is often that of a 2.5D game with some 3D Free Roam sections, puts more emphasis on art and graphics since we’re not going from the perspective of Yomi’s shoulder , Hiroki or by playing his eyes, but from a larger perspective in which Hiroki is the central element. It may seem strange, but it makes perfect sense to play as it uses camera angles in such a way that each duel has its own gravity, inviting you to explore each new location and unravel its mysteries. Likewise, and despite being a black and white title, the angles used make the most of the elegance of each level and location.
Regardless, and while Trek to Yomi is an absolutely stunning title, it’s first and foremost a video game, and you’ll have to guide Hiroki through the hordes of ghastly bandits and Yomi spawn that will cross your path. This means using your katana to block, dodge, and execute a series of punches and combos ideal for taking down your opponents quickly and effectively. You can count on this aspect and study the combos to become a master of the sword (which is more than necessary to face the high difficulty), but for those who just want to enjoy the story and experience the combat , without being an overwhelming challenge , the low level of difficulty will make the easiest hits more than enough.
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I mentioned that most of the combat relies on the katana, although there are other aspects related to it ranged attacks, which can be done with kunai, arrows, or single-shot cannons. You can obtain ammo by exploring and progressing the game, and this will come in handy to take on the deadliest and most elusive enemies that will become common as the story progresses and continue to delve into the depths of Yomi and beyond to travel. While exploration is important, it doesn’t make it difficult and often involves following a less obvious path to pick up an item, ammo, or even a permanent health or energy boost.
And that brings me to a couple of things that bothered me a bit about Trek to Yomi. Exploration is boring and doesn’t make much sense apart from grabbing ammo as there aren’t that many items in general and health/energy buffs have their own issues. Collectibles don’t have much impact on the universe and the game’s plot, so searching for them is boring. And then the improvements are made in such a way that it doesn’t seem to make Hiroki any more effective. Health buffs add another section to your life bar, making you more durable, but considering enemies can take multiple sections out of you in one hit, health buffs don’t change the fact that they can kill you in one hit. few hits if you’re not careful. And as for the energy, the more you get, the faster it seems to be depleted: Hiroki seems to get tired once the energy bar reaches halfway
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However, these are only minor issues with the great Trek to Yomi experience, which overall is a very polished product. It’s not long at all, plus you can play the whole story in a few 3-4 hours including exploration. They are few, but they offer a very immersive and compelling cinematic narrative combined with a precise and complex combat system that captures the essence and meticulousness of the samurai fighting style. Back to the beginning: I still firmly believe that Trek to yomi is one of the best indies i have ever seen, and I’ll probably see this year. Despite its minor issues and short duration, it’s unique and truly intriguing, which is why I can’t recommend it highly enough.