William Gibson wrote Neuromancer on a typing machine, kickstarting the cyberpunk genre as we know it and imagining how computers and virtual reality would actually work decades later. Years after, he claimed to have been disappointed by the real thing, probably because he played this game and found out how some people imagined virtual reality as a good place to play incest with your sister.

So, Baldr Sky, one of the most legendary visual novels, teased for years and arrived on the English scene just last december. This game is all in all massive, it takes over a hundred hours to even complete the main story and the scope of the game shoots to achieve the matrix-levels of thought-provoking insights on virtual reality and the role of men in a world of rising AIs. Sounds terrific on paper, but the plot is at best very cool and poignant and at worst (and more commonly) barely serviceable. Despite beginning in medias res in a futuristic battlefield where mecha pilots are gutting unmanned wardrones, which is how most of the game will play out, the average time spent on the story of Baldr Sky will deal with teenagers and young adults going around, talking about sci-fi jargon and interesting concept but without much charisma to deliver a compelling narrative. Tens of hours of explanations grow tiring in a story which is also riddled with repetitions, stereotypical dialogues made by stereotypical characters, and where many sections just drag on and on, seemingly forever.

I get the sentiment that long flashbacks segments and info-dumping were needed to create a connection with the cast and understanding the core concepts, I really do, it’s fundamental to feel invested in the emotional climaxes and to appreciate the thematic answers at the end of each route. Yet, was it really necessary to stretch the story over so much with so many plodding bits? As an ulterior testament to how mind-numbingly slow this is, despite its length and scope Baldr Sky only has around twenty recurring characters, and not even all of them receive an in-depth arc or development to fully understand their personality or motivations. Almost all of the villains for example have their share of reasoning behind, but that doesn’t make them less repetitive and annoying when they are mostly just the same stereotypically evil caricatures (fat greedy rapists, arrogant violent psychos, narcissistic monomaniacal churchmen, etc.) in every route, furthermore never providing a satisfying counterbalance to the obvious ‘good’ of the main characters.

A huge portion of the game isn’t limited by its story restrictions, thankfully, sometimes actions calls in and the gameplay starts. The gameplay is the meat of the game, and it’s worth the entry price: structured as an isometric beat ‘em up, Baldr Sky offers a wide arrange of progressively unlocking weapons (for a grand total of just about 130 different weapons), which can be developed and chained in combos for massive style and damage. The weapons cover every possible playstyle, from long to short range, bullet vs explosive weapons, light vs heavy, slash vs smash, there are tons of finisher and other stuff to try out, but the game doesn’t want the player to just choose a category and roll with it. A long-range stagger can be combined with a dash move to close the gap and then immediately go to an air launch, followed by a high kick, a sword stun, heavy smash, a drop and close with an explosive punch. This is just one possible combination, not even a full one, out of thousands viable approaches to dispatch single enemies or crowd control hordes. It looks like a very retro take on modern action games on the vein of devil may cry, or bayonetta, and the adrenaline rushes are just as strong. There are videos out there showing people one-shotting the final boss in a single, two-minutes long combo on the hardest difficulty and it is just pure video games aesthetic.

Of course, it doesn’t always work perfectly. One major complaint regards how chains and weapons can be decided only before every fighting sections and never be changed midway until it’s over and story resumes. Meaning that if the players poorly planned a combo, either they have to start all over again (which can mean even half or a full hour of gameplay) or stick with it and hope there isn’t a boss encounter. This can happen quite often because, and here’s the other great issue, before every section the player is given a simulation where to choose weapons and try them out, yet a combo working ten times in a row in a simulation can still fail during the actual combat or on actual enemies, for some reasons. Moreover, same as for the story, many battle sessions just last far too long: for example, closing almost every major route there is a gigantic rush of enemies that kills the pacing and makes the final boss seems a beath of fresh air after so much repetition, rather than the climax one should be expecting.

Art style and sound design are competent, the characters likability requires having some degree of appreciation for anime and the likes, even in the voice department which is pretty good regardless but riddled with typical onomatopoeic clichés. The soundtrack is a banger while the mech designs, despite being small sprites, are very varied and a pleasure to look at.

All in all, Baldr Sky is a hard one to recommend, it is certainly worth if one felt invested in anime on a similar vein of fullmetal alchemist, attack on titan or code geass, but it also presents many of the limits of the genre. The gameplay may seem tiring at first to someone just interested in the story, but it grows on the player, and it is also one of the rare cases where the normal to hard difficulties are recommended to fully experience the investment throughout the highpoints of the story. If one can afford the tens of hours needed to reach even a single ending, the tens more needed to form a somewhat complete understanding of the story’s stakes, and can digest standard anime-tier writing, this game can prove to be absolutely amazing.

Reviewed on Oct 25, 2020


Comments