Tchia: New Caledonia’s Time in the Limelight

It’s rare for indie games to get a lot of press, and Tchia is one such case. It’s had trailers presented at all of the most prestigious gaming events, and acclaimed magazines like Game Informer have been dying to sink their teeth into it. I wanted in on it as well, and now, it’s finally here. I played it on PlayStation because I didn’t want to make an account on EGS essentially for just this game (and I don’t play games often enough to justify the free weekly games quirk).

In Tchia, the titular character is enjoying a life on a secluded island in a fictitious archipelago vaguely based on New Caledonia (but we might as well call it New Caledonia anyway). However, some military guy shows up and kidnaps her dad, taking him to the castle of Meavora, a malevolent god who cosplays as the Michelin Man. Well… time to get him back I guess.

So, this is an open world game, and open world games generally don’t have much plot, in order to account for freedom. I always need to throw that disclaimer out there, because a lot of people still complain about open world games for not having a plot. ANYWAY… it’s a pretty basic, harmless story, but we’ll elaborate on the specifics later in the post.

Of course, what the devs really poured their souls into is the worldbuilding. Well, I call it “worldbuilding”, but what I’m referring to is a presumably painstakingly perfect recreation of New Caledonian culture. Giving them the benefit of the doubt here (since it means their heads if they actually got any of it wrong), they do prove that Disney aren’t the only ones who can really sell you a foreign culture (is it a hot take to say that Disney actually does it right? I feel like everyone assumes their cultural appropriators despite numerous documentaries that prove otherwise). Before even starting the game, they literally have a five page exposition that basically says “Hey, New Caledonia is here, and this game is heavily based off of it!” 

As someone who—not to toot his own horn—likes being exposed to other cultures, Tchia is quite engaging. For starters, it has a beautiful and cozy look to it. The characters look very Pixar-y, and the world—despite not being all 12800p, is really breathtaking. The soundtrack takes you to those islands, and it even breaks out into a full song with lyrics whenever you spend a long time sailing on the sea. There are also rhythm-based music minigames, although you can disable the actual gameplay element if you want. Overall, the devs of Tchia did an impeccable job of making New Caledonia seem like a cozy and welcome place.

What makes Tchia stand out is its gameplay, inspired by Breath of the Wild and Super Mario Odyssey. Once you are told to gather the first MacGuffins, you’re free to theoretically go wherever you want, and tackle objectives in any order. In fact, some collectibles are required for story progress. 

Maps are essential in open world games, and the one in Tchia is… interesting. While it marks a lot of points of interest on the map, it doesn’t exactly mark YOUR position. It marks your last known location, which is set to a new position by examining signs, and you just have to go from there. Fortunately, Tchia has a built-in GPS like a bird, for there is a command for her to give you a vague idea of where you are. You will want to use your compass and the pin feature a lot (although it can be enjoyable to wander aimlessly in this particular overworld). There is, of course, a mechanic to reveal all points of interest in a set area, and it might be my favorite ever; you literally climb up to the designated locations and scream. Tchia comes with both GPS AND echolocation!

The other big thing about exploration is the Soul Jump mechanic. Tchia can possess organic matter (as well as rocks, lamps, and jerry cans) and control them. The physics for this mechanic are amazing. When leaving something’s body, Tchia keeps the momentum that it had at the moment of the button press, meaning that if you charge forward with—say—a fast animal, Tchia will go flying out of it as if she was shot from a cannon. She can also perform a Soul Throw, where she somehow jumps out of something and flings it forward at the same time. The Soul Meter drains while in possession of something, and it only regenerates up to about the first half of the meter. You’ll need to rely on food stands throughout the world and storable food items in order to keep yourself topped off. Tchia also has a ukulele to play simple Soul Melodies on. These can change the time of day, and summon animals to possess. It’s really easy to remember what does what, because the letters that represent notes spell out a word that you can generally link to that power-up. There’s also a free-style mode that is insanely more involved, meant for the musically inclined who want to jam out at their leisure.

There are many collectibles and minigames in the world of… Neo New Caledonia? Wait, that’s just New New Caledonia… Anyway, there’s a lot, from fruits that increase stats to pearls and trinkets that are used as currency. Challenges include time attacks, rock balancing, and Totem Shrines.

When it comes to difficulty… Well, that’s for you to decide. The devs say in that opening bit that they want anyone to be able to enjoy Tchia. You can even set it so that you can’t die. However, if you want a challenge, then Tchia delivers in some regards. One big thing is that your stamina is also your health; you can die by climbing a tree if you really want. This makes those Stamina Fruits really valuable. The game gets really, REALLY easy if you go after optional upgrades, so masochistic gamers might want to do a minimal percent run.

There are also enemy camps containing the Maano, which can only be damaged by throwing lamps and jerry cans at them. These can get ugly. The enemy A.I. are very alert, and if you possess something, any movement makes them suspicious as well. After the halfway point of the game, bigger and badder bases spawn in. They don’t only contain more Maano, but they also sport Sentinels which can see you from just about anywhere and shoot lasers. I personally don’t blame you if you enable invincibility, because they can be quite difficult and would otherwise alienate people who just want to embrace New Caledonian culture via Tchia.

Speaking of that, I almost feel like having the conflict as well as the combat arguably detracts from what the game wants to be. There are numerous examples of tonal whiplash throughout the game, where you go from doing a really cozy musical sequence to seeing a baby get swallowed whole. The fact that they made a toggle for literally being invincible shows how arbitrary having any combat ends up being. The other thing is that the combat, mechanically, is arguably tedious. The Maano aren’t just hawk-eyed; there is also no stealth grass like in other games with similar combat. Also, the mobs themselves are even MORE lacking in variety than Breath of the Wild, and furthermore, there is no way to get creative with fighting them whatsoever. Additionally, the inability to see enemy positions on the map in any way makes some of the particularly large bases really annoying to clear. Just pray that you get certain optional Soul Melodies that make taking out the bases significantly less tedious.

With that being said, I also feel like the cast isn’t the strongest. Sure, the cutscenes are Pixar-levels of expressive and memorable, but that doesn’t mean the people onscreen are on that level. For the most part, Tchia herself and a certain race of mythological beings are the only characters I like. Everyone else feels like a half-assed plot device. They tend to be exposition dumpers, like Tres or Kevere. There is also Louise, a friend who becomes a lover over the course of five minutes with no organic buildup at all. Someone literally tries to shoot Tchia dead—with a SHOTGUN—and then she helps them cook crab for dinner. Meavora is also not too interesting. They basically take the Western approach and make him one-dimensionally evil, what with his appetite for infants, and the modern look of his city echoing yet another allegory to colonialism that seems obligatory in any media featuring marginalized ethnic groups.

One more minor complaint I have is that the devs very much misname Tchia’s postgame as “endgame.” It is, by definition, the postgame; it’s set after the final battle, and there are additional objectives to do as well as the rest of the collectibles. It supposedly replaces remaining enemy bases with a new type of mob, but since I beat all of them before rolling credits, I never got to see those mobs and don’t know if they’re any different. Again, it also kind of sucks that there aren’t too many ways to play the game. Most of the joy comes from its unique atmosphere, as well as trying your own custom challenges, such as traveling the whole perimeter of an island without touching the ground as a human… or recreating ‘Through the Fire and Flames’ in the ukulele’s freestyle mode.

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Final Verdict: 9.25/10

Tchia might’ve been a better game if it went all-in on the cozy, idyllic New Caledonian lifestyle. However, the game we got instead is nonetheless one of the best I’ve played this year. It might be lacking in a variety of playstyles, but it’s still probably one of my favorite open world games simply because I don’t play games often enough to feel tired of the genre. While it will likely be forgotten due to how our society works, I will certainly not forget about Tchia. I recommend it if you want a nice open world game that scratches the itches but doesn’t eat your time like the triple-A ones do.

Ori and the Will of the Wisps: A Beautiful, Death-Trap-Infested Game

I never played Ori and the Blind Forest, but I did watch Josh Jepson and ProtonJon play through it, hence my interest in the sequel: Ori and the Will of the Wisps. I needed a metroidvania to keep my mind off of the upcoming Ender Lillies. So yeah, that’s why I decided to buy this (also the fact that Sakuna: Of Rice and Ruin had been murdering me at the time).

Ori and the Will of the Wisps picks up right where the first game left off. Ori and the gang watch over the bird egg that was left behind until it hatches into a baby crow named Ku. After much trial and error, Ori helps Ku learn to fly. And while flying, they happen upon some island that seems to be in a BIT of a bind.

Will of the Wisps is nowhere near the emotional gut punch that Blind Forest was. While the opening sequence is startlingly similar, the only emotional aspect is “Oh no our burb couldn’t fly” versus “Holy crap my mother just DIED”. There is a part at around the one-third point that is utter tonal whiplash. And five minutes after that, it’s like “OKAY BACK TO VIDEOGAME AGAIN”. We get to find out the identity of the super-deep narrator in this game, which is pretty cool. Other than that, it’s pretty typical videogame stuff.

The game has a LOT of character, thanks to how it presents itself. The hand-painted-like visuals and orchestral soundtrack give Will of the Wisps the same whimsical feel as the previous game. While none of the individual tracks really stood out to me, they do a good job dynamically changing as you go through a given area. The Switch version does have some loading issues if you move too fast (fortunately it doesn’t happen when speed matters), and takes over a minute to boot-up. But hey, at least it’s not Sonic 06.

If you’re wondering if you need to play Blind Forest in order to enjoy Will of the Wisps, don’t worry; the gameplay has changed a LOT. While Ori still gets his usual mobility options, combat is completely reimagined. Ori doesn’t have his Jiminy Cricket friend from last time, so instead, he gets a SWORD. Ori’s sword has great range, and moves fast; like the optimal melee setup in Hollow Knight but without the needed charms. This attack, along with many other abilities, need to be assigned to Y, X, and A. You find a lot of abilities, by either interacting with trees or straight-up buying them. Because of this, combat has a lot more depth than the previous game. Plus, your attacks pack a real wallop, which can stun enemies or send them flying. Uniquely enough, you can un-assign your standard attack if you so choose. But in any case, you can re-assign your moves instantly at any time, so it’s not that big of a deal.

But that’s not all! There’s also spirit shards. These are basically charms from Hollow Knight, but they all take the same amount of slots. They have perks, from being able to stick to climbable walls, to having applications in combat. Some of them can be upgraded, and it’s definitely worth doing (even if they cost more than a pretty penny). 

As far as being a metroidvania is concerned, Will of the Wisps does a great job. I still have doubts that any metroidvania could beat Hollow Knight in terms of exploration, but I had a great deal of fun running around this new world. The map marks off most points of interests for you, but if you want to know where everything is, you’ll have to pay the map guy. There is also a lot more to do compared to Blind Forest. In addition to the Life Cells, Energy Cells, and secret pockets of cash scattered about, you have to worry about fun combat shrines, less fun speedrunning challenges, and hidden spirits shards. You also have Wellspring Glades, the dedicated hub area. To spruce this place up, you need to find Gorlek Ore to fund various projects, and seeds to plant to allow access to other parts of town.

If you aren’t too familiar with Blind Forest, then you might be wondering what exactly makes Ori stand out from the other nine hundred ninety-nine metroidvanias out there. Pretty early on in the Ori games, you obtain the bash ability. At the push of a button, this move allows you to grab hanging lamps, enemy projectiles, and enemies themselves to literally yeet Ori in any direction of your choosing. You can use this to redirect projectiles back at the enemies, but more often than not, you use this for some straight-up ridiculous platforming. Will of the Wisps gets more insane when you obtain the new grapple ability. This thing has obscene range, able to grapple to targets practically offscreen. However, it’s a lot touchier compared to bash because this one doesn’t let you change the angle that Ori is launched in.

These crazy movement abilities allow the Ori games to have some really cinematic chase sequences. They were pulse-pounding in Blind Forest, and the ones in Will of the Wisps are no slouch. But as fun as they are, there are tons of chances for instant death. If you’re going for the no-death challenge, then… prepare to hate these sections of the game.

Blind Forest was notoriously difficult. By comparison, however, Will of the Wisps is significantly easier. The wider range of combat options make most enemies a joke, even with a shard that greatly increases their stats in exchange for more money. It is still easy to die, but the incredibly generous checkpoints kind of encourage more reckless play. The chase sequences are also a lot shorter and easier this time around. I haven’t played the game on hard mode, since it—you know—would require another playthrough, and I don’t exactly have the luxury to replay a game, but I imagine that veterans will want that mode right out of the gate.

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Final Verdict: 8.75/10 

Ori and the Will of the Wisps is a great metroidvania that’s much better than its predecessor. I recommend it if you like Ori and this type of game in general.