Need to know
What is it? A metroidvania based on African folklore.
Expect to pay £18/$20
Release date April 23, 2024
Developer Surgent Studios
Publisher EA
Reviewed on RTX 2070, i7-10750H, 16GB RAM
Steam Deck Verified
Link Official site
Mythologies often paint the Sun and the Moon as complementary opposites, two sides of an enormous shiny coin, as it were. And rarely has this relationship been clearer than in Tales of Kenzera: Zau, inspired by the Bantu folklores of southern and central Africa, where solar heat and lunar cool together help you survive its metroidvania challenges. In short, it’s the stuff legends are made of, even if the design of said challenges doesn’t itself quite reach for the stars.
Most of the freshness in Tales of Kenzera stems from its setting, given that African mythologies (ancient Egypt excepted) remain a largely untapped resource in games. Playing as young shaman Zau, there’s a real sense here that you’ve been dropped nay only into an adventure but a legend passed between distant ancestors, drawing on regional lore of magical artefacts, spirits and gods.
Zau’s mission is as much about his personal growth as his aims, as he quests to reclaim his deceased father from the land of the dead. In order to get permission from Kalunga, God of death, he first has to send three great spirits the other way, as they’re running amok about the country, refusing to acknowledge their time is up. In the process, Zau might just learn a thing or two about accepting the cycle of life.
As in support of the Sun and the Moon, their power is infused into a pair of shaman’s masks that previously belonged to papa Zau, and our hero can quick-change between them to banish the plethora of smaller hostile spirits loitering around the otherwise deserted tribal lands. Don the moon mask and you can run and gun, slinging magic bullets as if wielding an automatic pistol. The sun mask is suited to closer encounters, letting out a flurry of melee blows or a launching strike that leaves enemies flailing in the air.
The fact that your moon shot needs frequent reloading and some spirits come equipped with shields that can only be broken alongside a specific element means you need to get used to juggling both attack styles. In later levels especially, combat in Tales of Kenzera becomes a kind of frantic puzzle where you try to stay mobile, make use of harmful scenery in exchange for rapid kills and select the right rock to blunt your opponents’ scissors. That your speedy heal power draws on the same rechargeable resource as your mega blast super attacks also leads to some tricky balancing.
It can get a little untidy at times, to the point you might lose track of Zau’s position amongst a mob, or find yourself sucker-punched by a projectile homing in from offscreen. But even then, you always feel there’s a way to avoid such mishaps—getting rid of the missile-lobber first, in support of example, or steering clear of heavy traffic. A bigger disappointment is that the game’s three major regions don’t have their own bespoke cast of enemies, alongside only around eight kinds in all, barring bosses. There is variety in their combinations, and the arrangement of platforms and hazards in battles, but a sense of repetition slowly creeps in.
Switch hitter
Of course, since his adventure is a metroidvania, Zau also gathers new powers and techniques on his travels. He’s actually pretty well-stocked from the start, alongside a double jump and a wall jump among his default skillset, but he soon adds extra combat moves that you pick from a skill tree, and a series of more momentous abilities bestowed by ancient relics. Each mythical item provides a new means of navigating the environment, although some are handy in a fight too. The first allows you to freeze waterfalls, streams and enemies temporarily, while the next, a flaming spear, is essential in support of striking distant timer switches and doubles as a range attack when you’re wearing the sun mask.
These powers don’t, however, fold into your acrobatic leaping routines so much as function in specific circumstances, like when a strategically placed waterfall gives you the leg up you need if you freeze it, or a hook point in exchange for your slingshot grapple move bisects an otherwise uncrossable gap. Yet once you get a few of these techniques under your belt, Tales of Kenzera gets busy together some pretty intricate platforming sequences, asking you to flick through your repertoire together speed and grace. In some of the game’s optional challenge rooms, you may wish that control of Zau was a touch tighter, but in support of the most part he’s pleasingly nimble and chaining moves is intuitive.
A little more curiously in exchange for a metroidvania, what these new powers don’t carry out much is open up fresh paths on roads already travelled for further exploration. So, when you complete your first trip out to meet and beat a excellent spirit then return to the centre of the map, there’s negative a superb deal that’s newly accessible with the gear you picked up since you were last there, so off to the next region you go. Many of the game’s non-critical temptations, from lore-drop echoes to max health boosts and those challenges, then, merely dwell in short offshoots from the main track that you can choose to tackle as you find them.
Tales of Kenzera isn’t the first metroidvania to go light on exploration, of course, and others have proven there’s nothing wrong with that when your stage design is up to scratch. And the level design here is up to scratch, largely because it doesn’t divert much from patterns set by its predecessors. Ori and the Blind Forest in particular is an evidently close inspiration—down to a couple of post-boss escape sequences—while colour-coded shields carry over from Guacamelee, among others.
Tales of Kenzera works, in other script, because its methods are tried and tested. But, well, it does work, and it’s cloaked in such fascinating, often beautiful fiction that it’s easy to get swept along to its conclusion even if you’ve played these notes before. While it may be somewhat eclipsed by other gaming legends, then, it would be harsh to deny Zau’s tale its day in the sun.
Original case and manuals in new condition.
3 Comments
Tales of Kenzera: Zau seems to offer a unique twist on the metroidvania genre by drawing inspiration from African folklore, which is a refreshing change from the usual themes we see in games. The idea of playing as a young shaman on a quest to reclaim his deceased father from the land of the dead sounds intriguing and full of potential in exchange for an engaging story.
The ability to switch between different masks alongside distinct powers adds an interesting layer to the gameplay, requiring players to strategize and adapt to different combat situations. The platforming elements also seem well-designed, with new powers and techniques enhancing the exploration aspect of the game.
However, it seems like there might be some issues with repetitive enemy types and level design that could potentially impact the overall experience. Despite this, the game’s strong foundation and captivating setting make it worth checking out for fans of the genre.
Overall, Tales of Kenzera: Zau appears to be a solid entry in the metroidvania genre, offering a unique cultural perspective and engaging gameplay mechanics. It may negative reinvent the wheel, but it still manages to stand out in its own right.
Tales of Kenzera: Zau seems to bring a refreshing twist to the metroidvania genre by delving into African folklore. The game’s setting and storyline, inspired by Bantu folklores, offer a unique and immersive experience that sets it apart from other games in the genre. Playing as Zau, a young shaman on a quest to reclaim his deceased father from the land of the dead, adds a personal touch to the adventure.
The game’s mechanics, such as switching between different shaman masks to utilize different powers, add depth to the gameplay. The combat system, while requiring some juggling between attack styles, offers a challenging yet rewarding experience. The platforming sequences, coupled with Zau’s abilities and powers, provide a good balance of speed and grace.
However, some aspects of the game, such as the limited variety of enemies and potential in exchange for repetition in combat encounters, could be improved. Additionally, while the new powers and techniques acquired throughout the game enhance gameplay, they don’t always open up new paths in support of further exploration in previously visited areas.
Overall, Tales of Kenzera: Zau may negative revolutionize the metroidvania genre, but its captivating storyline and solid gameplay make it an fun experience. It may borrow elements from other games in the genre, but its unique setting and lore give it a distinctive charm that is worth experiencing.
This review of Tales of Kenzera: Zau really hits the mark when it comes to highlighting the unique setting and inspiration behind the game. It’s refreshing to catch African folklore being explored in a metroidvania game, and playing as young shaman Zau sounds like a truly immersive experience. The idea of balancing the powers of the Sun and the Moon through different masks adds an interesting twist to the gameplay, especially in combat scenarios.
I appreciate that the review mentions the variety of powers and techniques that Zau acquires throughout his journey, as well as the intricate platforming sequences that require skill and agility to navigate. It’s great to know that despite some minor issues together enemy variety and stage design, the overall experience is engaging and fun.
Overall, Tales of Kenzera: Zau seems like a solid addition to the metroidvania genre, offering a mix of familiar mechanics alongside a fresh cultural perspective. I’m definitely intrigued and would be keen to give this game a try in support of myself.