Someone hold the presses, it's not even a month and I'm back with another Report. What's going on? Shorter game kept my attention more easily, perhaps. September is almost upon us and hopefully these temperatures start normalizing soon. I have to make a decision whether to change jobs or not so that's going to be something to look forward to. Anyway, enjoy the read.
Tails of Iron
( PC – Action, Adventure– 2021 ) + TRAILER
Sometimes you play a game that checks just enough boxes from multiple genres or schools of design that the end result is familiar, but still more than enjoyable. Taking cues from metroidvanias and Souls-like titles, Tails of Iron achieves precisely that. Does it hold up on its own merits, though?
Following a long reign, King Rattus' legacy of having scoured the realm of dirty Pondscum is suddenly cut short when aforementioned frogs besiege his castle, do away with his life and leave only couple of accidental survivors. Young prince Redgi among them as he swears revenge. So begins his quest to not only get his father's vassals to accept him as the rightful heir, since he's so small in stature and many favor his brother, but also to eradicate the frogs everyone thought were gone for many years. There are also other challenges in store taking him beyond and below what any common folk would think possible.
Even though characters, rats or otherwise, don't use words but rather pictograms to communicate, Tails of Iron got a chuckle out of me multiple times as Redgi is self-aware enough to acknowledge he's doing everyone's busywork that normally his retainers should be all over instead. If only he had some. Pulling a lot of the weight is Doug Cockle serving as game's narrator and he doesn't fail to deliver a snide or cynical remark while carrying this Game of Thrones meets folk tale atmosphere. Characterization overall is pretty lacking, though. If you ask me I'd point fingers to narrative department as a whole taking the backseat since storytelling isn't the primary focus here so don't the RPG treatment or such. As the story advances and reaches post-game you have a marriage of things become really dire the closer to finale you get... and then various puns on wrestlers, musicians, etc. Who can forgetting squaring up against Molehammad Moli in the arena?
It may be an easily overlooked aspect of the game as you're rushing from sidequests to the main quest, but I absolutely loved how the world kept fixing itself. Gradually, a ruined town gets repaired and royal guards are now securing the castle, for example. This is all fluff since the game isn't reactive in a meaningful way, but it's still nice to see even sidequests have visual feedback. Later on you get to spend some gold on castle ornaments bringing it even further to life. This also means you sometimes don't want to fast travel between sign posts, but take a stroll and see the changes.
This is, however, an action game so let's get down to some nitty-gritty details and how the entire things works. I was surprised by how much emphasis there is on combat in comparison to very basic platforming or even customary “re-visit areas to progress with new powers” metroidvania design. Being a Souls-like is much close to Tails of Iron's ethos.
Despite lacking a dimension compared to Souls titles which took gaming by storm, here we have a game that very much subscribes to many of those tenants while eschewing others. Perhaps to accommodate scaled back format? Providing you go with the recommended gamepad control scheme shoulder buttons will be your light, heavy and block functions, with the last one dedicated to healing. You get one jug of Grub Juice which you use for that purpose, but in a twist it doesn't recharge when you rest on a bench to save progress. Instead, you have to find juice dispensers or butcher grubs for smaller refills. It's good news those, as well as other goodies, are spread out decently across almost ten locations. Travel only becomes a chore when you have a specific sidequest and it's at the very end of a locations where there's no fast travel signpost nearby. Areas re-populate with enemies, but Tails of Iron doesn't subscribe to “every enemy can easily kill you” so it's just more of a hindrance. Such escapades become an easy way to loot for resources you'll rarely use.
Characters communicate via pictograms, and Geralt of Rivia steps in as narrator to fill in the blanks.
There's also no concept of experience to speak of as your character progression comes entirely from equipment. What can Regni use then? As far as armor goes you have slots for helmet, armor and shield, but alongside those your have murderous implements with sword & board, two-handed and ranged weapon slots. In my opinion there's too much equipment and it really becomes apparent towards the end when game starts throwing complete sets at you. Maybe there's a purpose to those if you haven't killed couple of side bosses who net you some of the best stuff in the game, but I do appreciate this extensive variety means you can play dress up and go with whatever Regni looks best in. Want a kingly crown? Plenty of those under light helmets. Want a riot shield? It's there. Want to cosplay as a samurai? Well, you get some look-alike armor AND a katana. Keep in mind you want to rotate and replace equipment as you're constantly finding better pieces, need some armor for resistances against frogs or alike, and you need to manage weight.
Which pulls me back to combat since that's the bulk of what you'll be doing when you're not completing chores for the townsfolk as, by Thor, someone needs to clear the cellar of monsters. I survived by simple mantra: PARRY IS KING. Dodging also ranks highly for those unavoidable flashing red attacks or AoEs, but dodging is dependent on how heavy Regni is based on your gear whereas that perfect block will do so much more for you. Especially if you get it right for yellow-telegraphed attacks which are made to be parried. Game will also keep surprising you with enemy variety as you can exploit them as well rather than reserving “special moves” just for bosses. My one regret is devs should've pushed the player harder to master parry earlier. Already mentioned Molehammad Moli is one of those optional, post-game arena bosses... yes, there's both an arena and post-game stuff, who will punish you with his bee stings, but that lesson arrives way too late. Since I brought up bosses there is a steady escalation of threats and player performance expectations. Looking at my time played I've probably spent an hour or so repeating boss fights. It's a learning curve and not a learning cliff, is what I'm trying to say here.
Presentation I left for last because game looks just plain gorgeous. If you ever wanted a 2D Redwall game this is it and that aesthetic carries the day. Some animations, particularly brutal executions Regni gets to perform, are sometimes wonky because there's a bit too much pushing and pulling to get the actors into correct positions, but that's negligible in the grand scheme of things. Soundtrack is all over the place, but just give me more strings. Frogs sure love their bongos, though.
Final Thoughts and Rating?
Tails of Iron is a very good game that ended up being much better than I thought at first. Just enough of metroidvania and Souls-like mixed in a pot with emphasis on combat and dramatic story of young prince Regni reclaiming his kingdom from perfidious frogs. With no way to grind for power you must rely on equipment alone to succeed as your journey takes you from rebuilding the castle to underground as you find new allies. Fast and brutal combat where learning how to parry makes a difference, anyone familiar with Souls games will be right at home. Bosses escalating in difficulty will certainly challenge you and I almost wish I played on high difficulty from the get-go. Not because the game was easy otherwise, but because now I'm just one achievement short of 100%-ing a game that deserves it.
Congratulations on your assassination!! ᓚᘏᗢ
Woah, I really like your review layout and the buttons to switch between screenshots! I didn’t realize it was equipment and skill based progression, that’s an odd bit of realism in a fantasy game. No stat point distribution?!?
Glad you enjoyed the read. I think the primary reason I’ve kept the format is because it lets me post non-Steam reviews. Otherwise I’d just post the TLDR section and link to the entire review hosted elsewhere. But like you said, it lets me post pretty pictures so it’s all good.
Yeah, no stats for you to distribute. You are gradually finding new pieces of gear and there’s some overpowered stuff you can come across if you tackle the optional bosses early. In hindsight I really should’ve tried more of the heavier build, but I think keeping as light as possible was key because it affects attack recovery and dodging.