The idea of making a video game like a children’s story is not something completely new, but since its presentation, The Plucky Squire, or, the Valiant Squire, had something, a curiosity factor that caught our attention and despite several delays, it managed to be released this 2024 as the first title of All Possible Futures.
I don’t know if I should say yes The brave squire is an homage to illustrated stories, but it’s charming in the way a story like this is for a child who is just learning to read. With a daring mix of mechanics that evoke the nostalgia and creativity of classic games, the developers have managed to present us with an adventure that feels both modern and anchored in references to games from other generations, all wrapped up in a narrative that takes over the action-adventure with a flavor very similar to the games of the 8-bit era.
From the first moment, Jota’s world transports us into a storybook with a visual style that evokes seemingly hand-drawn illustrations. The art direction becomes a narrative tool, allowing 2D sections to come to life with charm, while the move to 3D stages adds a new layer of magic. This visual transition isn’t just an aesthetic choice; it’s fundamental to the experience, inviting us to explore the world from different perspectives. The game switches between styles as fluidly as it jumps between its gameplay mechanics.
Speaking of mechanics, The brave squire refuses to be pigeonholed. Despite being primarily an action game in the style of the 2D Legend of Zelda games, it actually plays across a range of styles: from puzzles, hack-and-slash, rhythm minigames and platforming, to action levels. beat ‘em up arcade-style gameplay and Jetpack Joyride-style shooting segments. This mosaic of genres merges into a game that dares to throw puzzles and challenges that make us look for new ways to progress while enjoying its friendly narrative.
The story follows the adventures of Jota, the brave squire, a fated hero who must save the land of Mojo from an evil sorcerer. The plot may seem like a simple children’s narrative, but as we progress, we find moments full of clever humor and nods to pop culture that keep things interesting and surprising. Supporting characters like the novice magician Violet and the rocker Crash add charisma to the story, while the villains, with their funny names and designs, bring a smile to our faces. The relationships with the companions are enriched through their individual moments, although Jota remains the center of the gameplay.
What is really surprising is the variety of mechanics that are introduced throughout the adventure. Each chapter teaches us something new, whether it is a different mechanic or a different way of approaching the puzzles. There are moments where we control words and objects within the book, adding an extra layer of metagame that invites players to break the rules of the narrative. However, there are times when these mechanics seem to stay halfway, generating expectations of what could be, but not going deep enough to offer a more complex experience. This is quite painful because in our experience we tried to do things, with the game mechanics, that go beyond what the game offered, leading us to the disappointment that it could not be done.
This is where the game faces its paradox: it is filled with hints and guides that, while making it a more accessible experience, remove the possibility of a challenge for experienced players. A higher difficulty mode, without so many hints and help, would have been a welcome addition for players looking for a more demanding experience. The absence of this challenge is especially felt when we are given the option to skip “minigames” or ask for help from the character Minibeardlun, a sort of assistant who appears to guide us in moments where there will be some kind of challenge.
Despite this, the game strives to avoid monotony and surprise us with a new phase of gameplay, story or change of playable phase. The mechanics that the game itself calls “minigames” range from mixing platforming, action and puzzle concepts, to presenting us with segments reminiscent of arcade games and console classics. The narrative, with its well-measured pace, guides players through scenarios that, although at first may seem aimed at a child audience, end up being somewhat existential.
On a personal level, I really enjoyed the narrator’s intervention, which is the only voice that accompanies us throughout the adventure. His role is not only to tell the story, he reinforces the narrative with timely interventions and by connecting with the player, even managing to break the fourth wall in an intelligent way. At some point in the story, his tone changes and it may be, perhaps, the most fun moment of the game.
The Latin Spanish dubbing is a highlight, as this adventure relies heavily on its narrative. The narrator’s voice and the use of local expressions (there’s an enemy called a bug!) add some charm without damaging (or perhaps maintaining) the original purpose of the game in its original language.
As for length, the game clocks in at around 10-12 hours, which is just about right for the story it wants to tell. The ability to go back to previous chapters and hunt for collectibles adds a certain degree of replayability, although its level of difficulty and abundance of aids may make experienced players feel it more like something to “complete” than a challenge.
Game reviewed in its PC version (Steam) provided by Devolver Digital.