To
Evan Norris
published 13 hours ago / 575 views
Reviewer's Note: Spindle testing performed on Switch 2.
Over the past couple of years, I've seen quite a few posts on gaming sites complaining about how so many of the latest indie games are like Rogue or Souls. But I don't think I've ever seen anyone complain about Zelda. Perhaps it's because there are fewer of them, or perhaps it's because Nintendo has been in charge lately Zelda the franchise is focused on experimental gameplay in an open world, and fans are hungry for something closer to the rules codified in Connection with the past. Or maybe (and this is my favorite theory) it's just because Zelda The formula—equal parts action, exploration, and problem solving—never gets old. Wobble Ghost developer seems to agree because he recently released Spindlea top-down action adventure that borrows heavily from Link's adventures.
Spindle begins with a boy fishing on a lake with a father figure. Suddenly the old man disappears and the boy Dengel wakes up in a foreign land wearing the mantle of Death. Next to him is a helpful talking pig companion. Together, the duo travel the land, finding lost souls that have somehow become separated from their bodies, helping the townspeople overcome their grief, and unraveling the threads of a larger conspiracy.

History in Spindle very thoughtful about mortality, grief and the pain of loss. Each plot of land is marked by some recent death that has shaken the local community. Dengel, as Death, must lay claim to a wayward soul, but also bear witness to the anger, confusion and despair that accompany the loss of a loved one. It's all very touching, although at times it can be unrelentingly depressing. Heavy sadness everywhere Spindle it's hard to avoid. To be fair, there are many cathartic moments, including a beautiful ceremony in the village of Ogoy, which I dare not spoil here. But for most of the game, I searched in vain for a little humor and levity to overcome the sadness.
Spindle is less solemn about his gameplay; How could it be otherwise, considering his portly pig counterpart? IN Zelda Traditionally, the game focuses on the triple aspect of exploration, combat, and puzzle solving. Dengel and his pig buddy travel from biome to biome, each location hunting down a soul to reap. You'll receive general directions from Charon at HQ and then travel around the world until you reach a town or camp, which then leads to a dungeon with puzzles, minions, and a boss fight. It's very familiar and reliable.

Dungeons in Spindle presented in several options: catacombs, mines, caves and a mansion on top of a snow-capped mountain. While the puzzles in the first two dungeons are too simple and easy, the puzzles that come later are more satisfying. More than once I had to stop, retrace my steps, and think outside the box to find a solution.
In fact, things get a lot more interesting when Dengel unlocks the ability to transform into a stone statue and directly command the pig. This allows the Rock Dengel to weigh down the pressure switch and act as a mobile shield against fire attacks, while also freeing the pig to adventure on its own. Dungeons are at their best when players have to switch between two heroes, each building bridges or flipping switches for the other, until they are reunited at the exit.
Unfortunately, the combat doesn't progress in the same way as problem solving does. Early on, Dengel unlocks Death's signature scythe, which he uses to defeat enraged animals and inky, spindly monsters of unknown origin. However, it remains his main weapon throughout the game. There are no upgrades or other offensive options like arrows, bombs, spells, etc. If the boy talks to the right city guard, he will learn the dash, but that's about it.

Wobble Ghost partially compensates for its lack of combat depth in two ways. The first is a series of exciting boss battles where you have to outsmart and outwit your opponent. Best of all is the final boss battle, a multi-stage battle that requires you to use all the skills you've learned throughout your journey. This is a kind of final exam that tests how well you remember your abilities. This is the perfect way to plan that crucial meeting.
The second is a collection of interesting, atypical power-ups and equipment. The first of these is the stone statue mentioned earlier, which allows the pig to burst through holes, swallow small objects, and ram enemies and objects. The second is a literal Death Ray that turns organic material into inorganic material. Focus on a vine blocking a door, for example, and crush it into dust. Or turn the cactus into a rock stump that you can then move out of the way. However, don't try this in public or the pig will scold you.
There's also climbing gear that unlocks before the final dungeon. This allows Dengel and his partner to scale steep, icy mountain walls in tandem style. You never get tired of watching Dengel swing back and forth from the anchor before hooking onto the next ledge. Many of these abilities and tools are necessary in dungeons, but they are also useful when exploring the outside world in search of hidden treasures.

The upper world may be where Spindle at its best. This is mainly due to the game's quest design philosophy, which is intentionally opaque. This is reminiscent of games like Tunic and original The Legend of Zelda Thus; you know the general direction, but you have to find the destination yourself. At times I just wandered around looking for visual clues. This same philosophy seeps into side quests as well. When a lonely tower guardian notes that he wants a chicken companion, he doesn't tell you where to go or what to trade to get one. I had to remember where I had seen some chicks, retrace my steps and hope for the best. The lack of handrails and signs was incredibly refreshing.
Even with all these good things, I wasn't entirely impressed with the game as the end credits rolled. However, one day I saw “The End?” and then was quickly sent back to the world I knew Spindle Something more was waiting for me. And I'm glad it happened. Two hours of post-game content greatly improves on the previous eight hours. A completely new quest that will take you to all corners of the world in search of unusual artifacts; you will receive an encyclopedia of fish, in which you will be asked to catch them all; you will meet formerly single villagers who are now in a much happier state, which makes things much less gloomy; and Dengel finally gets a proper ending to his story that explains the mystery of the game's beginning.

Whether you're playing the main campaign or enjoying post-game content, you'll experience soft edges and solid colors. Spindle. More textural detail and subtler lighting would have been helpful here, but overall there's a cozy, homey indie feel to it. It also boasts wonderful panoramic views. As for the music, it is always appropriate to the biome, although not particularly memorable. The only exception is the theme of a snowy climb to Chilton, a village in the mountains. The song, with its rhythmic melody and frosty piano notes, really packs a punch.
Technically the game runs well on the Switch 2, with one caveat: there are quite a few framerate hiccups when loading new areas. They do not detract from the experience, but are noticeable. I'm not sure if this is a Switch issue or a Switch 2 feature.
Spindle it's ultimately a satisfying take on Zelda. It handles complex themes with grace and empathy, features plenty of exciting boss battles, introduces some atypical tools for solving puzzles and outsmarting your enemies, and delivers rewarding content even after the credits have rolled. Sure, there are some minor issues – the game can be a little too dark for its own good, the combat never really evolves, and the graphics could have been more polished – but overall it does the subgenre justice.
This review is based on a digital copy of Spindle for NS provided by the publisher.
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