Torn on this. I was excited to check this game out from the developer of Bloodborne PSX and went with the original mobile version, but I can't help but think the PC port would have been a better choice. The controls on Android are pretty awkward. I felt I was fighting more just to properly look at the enemies than actually shoot at them. Given that Arcus is built with failure in mind and anticipates you losing a level, I can't be all that upset that the game is difficult. But I'd rather that challenge be born from the design itself instead of the disorientation that comes from trying to aim or change positions. The levels feel pretty samey throughout, aside from the desert stage, which incorporates a neat mechanic of raising and lowering barricades to get clearer lines of sight on opponents. Still, most of the main gameplay loop is just too cumbersome to be much fun for me.

Where this game shows real promise, though, is not in the tower defense segments, but in its story and presentation. With essentially zero dialogue, Arcus does a great job of conveying character and emotion through subtle shifts of body language and smartly paced cutscenes. You can really get a sense of the player character's personality through these small moments. The best sequence of the game, set in a lavish ballroom and devoid of actual combat, incorporates this personality into the gameplay itself in a very neat change of pace. The ending, too, features some striking visuals and a turn that caps the experience off nicely. Its clear that a lot of care was put into making the quiet moments of the game feel impactful, and I think it accomplishes that very well.

The developer has said that she intends to return to this world sometime after completing the hotly anticipated Bloodborne Kart. I hope the sequel improves on the formula established here, because I'd love to see what could really be done with Arcus.

Reviewed on Oct 23, 2022


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