![]() ![]() One major point I picked up on in the press for Tchia was inclusion of a treasure hunt challenge. ![]() Sadly, the spells don’t change gameplay other than making it easier to see or providing specific creatures to possess. You’ll need to find these spells out in the world by completing the standing-stone events scattered across both islands. ![]() The ukulele you’re gifted at the get-go of the game will serve as your primary instrument for the musical moments, but you can also decide to pick it and play at any point, with a few four-chord progressions you can cast a number of “spells” ranging from changing the time of day to summoning different animals. These moments are fantastic and the songs are entirely too catchy, though playing to the beat proved to be hard as the on-screen prompts were slightly off time to the audible beat (another known bug at time of review I’m afraid). Throughout the story, you’ll come across moments where you’ll be able to play along to the song being sung around a campfire by the people you meet. Regardless, you’ll have a whale of a time exploring the depths of shipwrecks as a dolphin or flying around the rocky cliffs as a giant locust.Īnother major feature here is the rhythm segments of the game. Each animal you can possess has its own “special move”, a few of which tie into gameplay mechanics in fun ways, though not as much as I was expecting. They’re almost all universally faster travelers than Tchia, so expect to be rolling across the fictional version of New Caledonia at breakneck speeds as a rock. “Soul jumping” being the main feature of the game, you’ll find yourself embodying wildlife and inanimate objects. Ignoring those issues however, the gameplay mechanics of the game are a lot of fun to play with. Restarting the game did fix that occurrence. ![]() I had the same issue after the credits had rolled, though I was instead left standing in complete darkness and able to move around. The fact this menu item is required speaks to the potential for other blocking issues. I’m not sure how much of the game I missed, but I did see the final cutscene (after that loaded in chunks with floating characters and incorrect lighting. Reloading my save dropped me right back into the ocean again. The other main bug I faced is that during the final section of the main-story mission, I had to use the “Skip gameplay segment” option in the pause menu as the world didn’t load and I was stuck in an ocean under the world map. However I’ve spoken to Awaceb and they’re aware of the issue and are looking into it. Interestingly, this isn’t present in any of the gameplay footage shown or the in-game cutscenes, which leads me to believe this won’t be noticeable on PC where there’s likely a menu setting to reduce the effect. This ultimately meant that while playing I felt increasingly nauseous over time as I was seeing multiple versions of everything fading away behind with any camera moves. Supposedly this is due to Unreal Engine’s handling of anti-aliasing, though it seems to me to also be related to the screen-space reflections at play that make the oceans look as good as they do. Firstly, on the PS5 at least, the game has severe “ghosting” or “trails” present. I feel I should at least mention the bugs I faced, a few of which were fixed during my play through, but many will likely be present at launch. However, what’s been achieved with the “soul jumping” mechanic introduced relatively early into the game is very enjoyable, although limiting and frustrating in its own ways. Marred by performance issues and bugs on the PS5 version that I played along with a story that is nearly brilliant, but ultimately fell flat and left unresolved, it’s hard to recommend the game around those points. What the tiny team of twelve at Awaceb have made here has a huge amount of heart and soul at its core, though the delivery falls just short of being something truly spectacular. ![]()
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