Kena: Bridge Of Spirits Steam
Kena: Bridge of Spirits | |
---|---|
Developer(southward) | Ember Lab |
Publisher(s) | Ember Lab |
Managing director(s) | Mike Grier |
Producer(s) | Josh Grier |
Designer(southward) | Jacqueline Yee |
Writer(southward) | Josh Grier |
Composer(southward) | Jason Gallaty |
Engine | Unreal Engine 4 |
Platform(s) |
|
Release | September 21, 2021 |
Genre(south) | Action-run a risk |
Manner(s) | Single-player |
Kena: Span of Spirits is a 2021 action-adventure video game developed and published by Ember Lab. The story follows Kena, a young spirit guide who uses her magical abilities to help deceased people motility from the physical to the spirit globe. The game is presented through a third-person perspective. The player uses Kena'south staff for attacking enemies, and her pulse ability for defending against attacks. They are tasked with collecting pocket-sized spirit companions known as the Rot, who help to consummate tasks and boxing against enemies.
The game's development was led by brothers Mike and Josh Grier, founders of Ember Lab. Having spent five years creating commercials and branded applications, the development team shifted to creating an original video game after 2016. They partnered with Sony Interactive Entertainment for a console-exclusive deal, and grew the team to 15 core employees. The game'south art was created in collaboration with Vietnamese animation studio Sparx, and its fictional earth is inspired by Eastern locations such equally Nihon and Bali. The original score was composed by Jason Gallaty, who collaborated with Balinese ensemble grouping Gamelan Çudamani to create gamelan music respectful to the civilisation.
Kena: Bridge of Spirits was showcased at the Tribeca Film Festival in 2021. Post-obit some delays, partly due to the COVID-19 pandemic, the game was released on September 21, 2021, for PlayStation 4, PlayStation 5, and Windows. It received generally positive reviews, with particular praise directed at its creative pattern, original music, and the use of the Rot; critics were divided on the gameplay, narrative, and characters. It received several awards and nominations from video game publications and awards ceremonies.
Gameplay [edit]
Kena: Span of Spirits is an activeness-adventure game played from a third-person perspective.[i] The histrion controls Kena, a young spirit guide with magical abilities.[2] In combat, the player uses Kena'southward staff for light, heavy, and charged attacks. An upgrade transforms the staff into a bow,[three] which tin be used to attack enemies, act every bit a grappling hook, or hit crystals to solve puzzles.[four] When defending against enemies, the player tin activate Kena's pulse ability, which acts as a shield and has a wellness meter that depletes when attacked;[iii] it also serves to provide clues and activate objects,[5] and an upgrade allows the role player to dash frontwards, which can be used to pass through barriers to the Spirit Realm, dodge attacks and stun enemies, and corporealize spirit enemies. Activating the pulse ability earlier an assault stuns the enemy.[six] The player also gains the ability to use Spirit Bombs, which tin be used to bladder shimmering rocks for platforming or every bit an attack against enemies.[seven]
The histrion is tasked with collecting small spirit companions known as the Rot.[2] They can be directed to complete tasks, such as moving objects, taking certain shapes, or distracting enemies. The player must damage enemies to collect enough courage before the Rot can join battles.[3] Directing the Rot to complete a task during boxing volition expend courage, which can be regained past continuing to attack enemies and collecting the dropped courage.[8] The Rot can infuse the actor'due south arrows or bombs to provide a stronger attack.[6] The Rot can be customized with different hats,[three] which are discovered past completing tasks or opening chests;[7] when discovered, they become available at the Rot Hat Cart, where they are purchasable using Gems earned and discovered throughout the game world.[ix] The thespian also earns karma past completing tasks and finding collectibles, which is used to unlock upgrades and abilities such as more powerful attacks or a stronger shield.[6] Throughout the world, the player may discover spirit post, which is used to unlock areas within the village and free the spirits within.[10] The player may also notice locations to meditate; doing so will increase their overall health bar.[4] The game utilizes the DualSense controller's haptic feedback for features such every bit Kena's spirit bow.[2]
Plot [edit]
In the world of Kena: Bridge of Spirits, deceased people can remain between the concrete and spirit worlds if they are traumatized or experience unfinished. The task of spirit guides is to understand their difficulties and help them to movement on.[3] In the game, a young spirit guide named Kena (Dewa Ayu Dewi Larassanti) travels to an abased hamlet in search of the sacred Mount Shrine. She collects pocket-size companions chosen the Rot, who help her throughout her journey. On the manner to the village, she confronts a powerful masked spirit who reveals himself to be the cause of corruption in the forest, forcing it to decay and unleashing deadly monsters on the land. Kena insists that she can help his spirit move on, just he refuses and leaves. In the village, Kena meets former elderberry Zajuro (Vlasta Vrána), who informs her that she must help the trapped spirits earlier being granted passage to the shrine.
Kena follows the spirits of two young children, Saiya (Sam Cavallaro) and Beni (Joshua Vincent), whose older brother Taro (Tod Fennell) is a restless spirit struggling to move on. After discovering relics of Taro'southward memories, Kena defeats the corruption that has overtaken him. Taro tells her that, after a sickness killed their parents and spread throughout the hamlet, he took his siblings and sought aid from Rusu (Alan Adelberg) just they were told to return to the village. On the journey back, Taro witnessed the explosion of the Mountain Shrine; its impact wiped out the village. As a spirit, he badly searched for his siblings, but the abuse overwhelmed him. Kena tells Taro to forgive himself, and that his siblings need him; he embraces them, and their spirits motility on.
Kena seeks to help the village's Woodsmith, Adira (Amber Goldfarb); on the manner, she encounters the spirit of Adira'due south partner, Hana (Gita Miller). After Kena finds relics of Adira'due south memories, Adira tells her that she and Hana had discovered how to focus the energy of the Mountain within the Village Eye, but information technology had started to fade. When the sickness began to spread throughout the village, Hana left to search for food and supplies, but never returned. To help Hana find her mode home, Adira built a tower and put the Village Eye at the top of it; while doing so, the Mountain Shrine exploded, wiping her out. Kena tells Adira to forgive herself, and that the piece of work she built with Hana would forever be a part of the land; Adira and Hana embrace, and their spirits move on.
To reach the Mountain Shrine, Kena attempts to assist the powerful masked spirit, revealed to be the quondam village leader Toshi (Masashi Odate), simply his corruption overpowers her. Kena finds relics of Toshi's past in the spirit realm and attempts to gratuitous him of corruption, only he overpowers her again and takes control of the Rot. She confronts him atop the mountain, where he fuses the Rot with corruption to create a giant corrupted Rot monster. Kena takes back the Rot and defeats the creature. Toshi tells Kena that he sought answers afterwards the village was overcome with sickness; Zajuro told him that it was the natural cycle of the Rot God and that they must find a new home, merely Toshi refused. He confronted the Rot God atop the Mount to inquire about the suffering inflicted upon his people. The Rot God did not answer, provoking Toshi to impale it and causing the explosion that wiped out the village and its inhabitants. Kena tells Toshi to forgive himself, and his and Zajuro's spirits motility on. Kena bids farewell to the Rot, revealed to be fragments of the Rot God. The Rot combines to restore the spirit of the Rot God while Kena meditates on the Mountain Shrine.
Development [edit]
Kena: Span of Spirits was adult by Ember Lab, an contained studio based in Los Angeles. Founded in 2009 by brothers Mike and Josh Grier, the studio has worked on several animated commercials and branded game applications, and in 2016 released a viral curt movie based on The Legend of Zelda: Majora's Mask titled Terrible Fate.[ii] Post-obit the release of Terrible Fate,[11] the development squad felt that creating a video game was the "natural next step".[12] When they started developing the story for Kena: Bridge of Spirits, Ember Lab considered that it could become an blithe film or series; when they created the Rot, they realized that a video game would be more advisable, as the creatures provided a connection between gameplay and narrative.[13]
Forth with a small team, Mike used his experience with programming to create a prototype over several years, earlier employing staff with more all-encompassing development experience.[five] In one case the prototype was complete, in March 2017 the team began pitching to potential publishing partners with assist from industry veteran Tina Kowalewski.[5] [13] They found that several publishers were familiar with their work on Terrible Fate.[five] Ember Lab signed a console-exclusive deal with Sony Interactive Entertainment in October 2017.[five] [xiv] The team grew to fifteen core employees, with additional assist outsourced to other studios.[5] Mike Grier handled the artistic elements of the studio, while Josh worked with the business organisation and managerial side.[fifteen]
In October 2020, former designer Brandon Popovich claimed that Ember Lab did non fully recoup him for his work on the game and failed to honour promises made regarding equity and a promotion; an anonymous source issued similar claims, accusing the company of unpaid overtime and unfulfilled promises of a total-time position. Ember Lab responded, claiming that information technology had records of all invoices beingness paid and denying any promises of equity or promotions.[16]
Art and gameplay design [edit]
For the game'south fine art, Ember Lab partnered with Vietnamese animation studio Sparx. The team visited the studio in Vietnam early in evolution to ensure a smooth process. Lead surround artist Julian Vermeulen, who worked with Mike Grier on the original paradigm in 2016,[17] worked with both studios.[5] An early prototype used the Unity game engine, but afterward shifted to Unreal Engine 4.[3] The majority of development took place on PlayStation iv;[18] the squad was unsure if they would be provided a development kit for the PlayStation 5, simply Sony somewhen canonical.[5] The squad wanted to brand a "rich experience" that could be completed in a weekend.[5] The game's fictional world is inspired by several Eastern locations, including Japan and Bali.[3] The symbols throughout the game are inspired by Japanese and Southward East Asian cultures.[nineteen] Combat designer James Beck, who started on the project as animator and lighting/shading creative person before transitioning to combat, found that working on graphic symbol animations and enemy behavior simultaneously led to a more seamless integration.[20]
For some time during development, Kena had a split spirit meter for each ability; withal, the squad ultimately wanted difficulty in combat to derive from enemies and their attacks rather than resources management—they wanted gameplay to be enjoyable with some depth, but ultimately simple for the actor to understand.[xv] The power to cancel animations during gameplay was seen equally imperative as it allowed better pacing and responsiveness.[15] Mike and Josh Grier oftentimes delayed game testing throughout development every bit they wanted to present a higher quality product to testers; they ultimately felt that testing should have begun earlier in development.[15]
Graphic symbol design [edit]
Earlier prototypes of the game focused on the Rot as antagonists, and did not feature Kena. When the team created Kena, she was initially younger—effectually 7 or eight years old—but they felt that the story and themes required a more experienced and mature protagonist. She originally lacked many powers and relied more heavily on the Rot to complete tasks, which Mike Grier compared to the 2009 game A Boy and His Blob. After exploring more concepts, the squad made Kena strong on her own, just more powerful when teamed with the Rot. Lead character designer Vic Kun designed Kena'south appearance to match the world while also continuing out. At ane indicate, Kena had a long cape, but its animation was accounted too distracting and it was replaced with a shawl. Kun intended her clothes to experience asymmetrical, handmade, and applied.[21] The original 3D prototype model of Kena was built past Rodrigo Gonçalves, who refined the real-time rendering on details such every bit the graphic symbol'southward pilus. For Kena's hair, the team discovered a blend between solid geometry (for constructive lighting and defined shapes) and blastoff planes (for individual pilus details). Like work was applied to Kena's clothing and staff, intended to reflect the character's tradition and devotion. The squad created a digital library for Kena'southward facial expressions, hair, and hands, allowing a fast method to select different poses and ensure refinement and consistency in the character.[22]
Kena is a young Asian daughter. Josh Grier said that the squad "always planned for a unique pb character that gamers haven't seen earlier".[14] Dewa Ayu Dewi Larassanti, who voices Kena, originally became involved in the projection through her parents, who founded the Balinese ensemble group Gamelan Çudamani and worked with Ember Lab on the game's score; Larassanti performed on some of the songs.[23] Larassanti was chosen for the role partly due to her connections to both Balinese and American cultures, having frequently traveled between the 2 countries equally a child. She found that the game's themes were aligned with her life experiences in Bali, and used her knowledge of Balinese culture from her begetter when interpreting Kena; for example, she would speak in a softer and more formal tone when interacting with her elders. Similarly, she treated the Rot alike to how Balinese people treat the Sesuhunan, the sacred spirits from whom they often ask for blessings and protection.[24]
Larassanti found that her studies—a major in globe arts and cultures and a minor in ethnomusicology at the University of California, Los Angeles—helped with "opening [her] mind upwards" for the office.[24] She regularly recorded with Ember Lab on weekends to avert disruptions with class.[25] Larassanti oft rehearsed with her mother, also a phonation actress, before performing for the office;[24] she used her mother's home recording studio to tape her performance.[26] She also studied interactions between actors in games like Grand Theft Auto, every bit well as static or fighting sounds from shows like Avatar: The Terminal Airbender and The Fable of Korra.[24] The physicality of the office led Larassanti to movement while recording, often hit the microphone or the walls of the recording booth.[27] She would intentionally argue with her brother earlier recording combat sequences in social club to make her performance more believable.[23] She performed virtually of her recording in mid-2020.[24]
The game's characters were manus-animated using keyframe blitheness to add together more than detailed personality.[21] The squad wanted the player to feel connected to the Rot by using subtleties of emotion during the game, and use this bond for effective combat gameplay;[28] the creatures were often the focus of development when achieving a specific tone.[15] For his portrayal as Taro, Tod Fennell "made [his] vocalism a lilliputian more vulnerable" to contrast with the corrupted version of Taro (played past a different player).[29] When depicting Taro's hurting and grief, Fennell recalled his feelings of "anger, vulnerability, sadness, and guilt" that he felt at 23 when his mother died.[29] He said that, after losing a loved ane, "information technology's really difficult non to go over what yous think you should or could accept done differently".[xxx] Fennell felt that working with the smaller team at Ember Lab made the process of his performance more "attainable",[31] and he was surprised by the length and content of the script compared to his previous video game work.[32] Due to the COVID-19 pandemic preventing travel, Ember Lab sent recording equipment to Masashi Odate's abode in Nihon then he could tape his lines for Toshi; while recording fight scenes, he was visited by a concerned security baby-sit.[33] For her role as Saiya, Sam Cavallaro took inspiration from her ain life equally a protective big sis. She recorded her lines while talking to the development team on Zoom.[34]
Music production [edit]
The game's original score was equanimous by Jason Gallaty. Gallaty was listening to gamelan music for inspiration, and reached out to gamelan groups in 2017 to seek a collaboration, wanting to remain respectful to the culture.[3] [24] He originally reached out to Balinese ensemble grouping Gamelan Sekar Jaya, who referred him to Gamelan Çudamani.[25] Çudamani's associate director and lead singer Emiko Saraswati Susilo was initially hesitant, not wanting traditional gamelan music to exist featured in a video game, just agreed to collaborate after speaking to the team and resonating with the game's themes;[35] she presented an "orientation" of Balinese civilization to Gallaty and the development team, ensuring that they would be respectful.[26]
Gallaty and Mike Grier traveled to Bali to record with the group. Çudamani'south founding director, Dewa Putu Berata, created original compositions based on footage and descriptions of the game. When Gallaty presented samples of sacred music, Berata would inform him if it was inappropriate, and instead create a new composition with a similar feeling.[35] For one slice of music, Gallaty was inspired by an Indonesian funeral dirge; upon discovering its origin, Susilo and Berata used information technology as inspiration for a new slice, not wanting to boldness its original usage.[25] The game features music with vocals from Larassanti, Susilo and Berata's daughter, who voices Kena;[3] [21] her performance was recorded "concluding-minute" while on tour in 2018.[25] [26] Despite being influenced by the films of Disney, the squad avoided in-game musical performances to keep the game more grounded.[21]
Release and promotion [edit]
The game was appear alongside its debut trailer on June 11, 2020, at PlayStation'due south Future of Gaming consequence, scheduled for release in late 2020 for PlayStation 4, PlayStation 5, and Windows.[36] [37] In September 2020, Ember Lab delayed the game to Q1 2021, citing development delays as a issue of working from habitation during the COVID-nineteen pandemic.[38] In a Sony trailer at the Consumer Electronics Show in January 2021, the game's release window was noted in fine impress equally March 2021; Sony afterward removed the fine print from the trailer.[39] During Sony'south Country of Play presentation in Feb 2021, a release date of Baronial 24 was set alongside the release of a new trailer.[40] In July 2021, Ember Lab delayed the game again to September 21, citing a need for more time to ensure the game was polished across all platforms.[41] The final pre-release trailer was published on September 20, 2021.[42] The game is a timed console exclusive,[43] and the Windows release is exclusive to the Epic Games Store.[44] Players who purchase the PlayStation 4 version are able to upgrade for gratis to the PlayStation 5 version.[45]
Kena: Bridge of Spirits was showcased at the 2021 Tribeca Picture Festival, assuasive virtual attendees to play an hr-long demo; information technology competed for the inaugural Tribeca Games Award.[46] The Tribeca Game Spotlight included a new trailer for the game, showcasing new gameplay.[47] Reception to the game's demo was positive; critics compared information technology to Pikmin,[48] [49] [50] The Legend of Zelda,[50] [51] [52] and the films of Pixar.[48] [52] [53] Lauren Morton of PC Gamer described the game equally "a compact, confident action adventure in a earth that belongs on a theater screen",[51] and Sam Loveridge of GamesRadar+ chosen it one of the most anticipated games of the year.[53] On September twenty, 2021, Ember Lab appear that the game would feature a photo mode, allowing photographs to be taken in-game.[54] A physical version of the game for PlayStation 4 and PlayStation 5 was likewise announced,[55] released by Maximum Games on Nov nineteen, 2021.[56] Following the game's release, Mike Grier said that Ember Lab was considering possible expansions to the game's gainsay,[57] and Josh Grier said that they would consider releases on other platforms after launch.[44] Josh Grier also said that the team was unsure if they would make a sequel, just they are willing to explore other mediums like tv set or film.[14] Three Halloween-manner Rot hats were added to the game for a limited time in October 2021,[58] followed by iii Christmas-style hats in Dec,[59] and a tiger hat for Lunar New year's day in February 2022.[threescore]
Reception [edit]
Critical response [edit]
Kena: Span of Spirits received "generally favorable reviews", according to review aggregator Metacritic.[61] [62] [63] Mitchell Saltzman of IGN described information technology equally "a wonderful first game from Ember Lab, combining its outstanding pedigree in fine art and animation with some actually solid gainsay, fantastic earth blueprint, and a great residual of action, platforming, puzzle solving, and exploration".[68] Giovanni Colantonio of Digital Trends called it an "exquisitely crafted hazard that fuses classic and mod game pattern concepts with ease",[vii] while Phil Hornshaw of GameSpot wrote that it is "an exciting, often heartbreaking journey that will make you want to explore every corner and crevice to run into all that y'all can".[66] In a less positive review, Kotaku 's Alex Walker described it as a "mechanically comforting and a abiding visual pleasure, albeit defective in a fiddling ambition".[70]
Reviewers specially praised the game's artistic design;[66] [71] [72] some critics were unsurprised considering Ember Lab'due south previous work,[65] [73] [74] and several drew comparisons to the films of Pixar, DreamWorks Blitheness, and Studio Ghibli.[8] [70] [75] IGN 'southward Saltzman lauded the facial blitheness and character designs,[68] and PCMag 's Tony Polanco wrote that they added personality to the characters.[76] Ozzie Mejia of Shacknews considered the game's visuals among the best of the PlayStation 5,[four] and Colantonio of Digital Trends wrote that the developer was "pushing video game blitheness to its limits".[7] Rachel Weber of GamesRadar+ praised the enemy designs, noting that they continued to feel live even when duplicated.[67] The detailed environments and variation of color in the art pattern was also praised.[64] [65] [69] Some critics noticed a discrepancy betwixt the gameplay and cutscenes, with the latter produced at a lower frame rate;[four] [77] Alan Wen of NME considered this outdated, comparison it to PlayStation 2 games.[74] VentureBeat 's Mike Minotti lauded the fine art design only found that information technology began to become "a trivial monotonous",[75] while Eurogamer 's Malindy Hetfeld questioned the use of Balinese and Japanese iconography due to the absenteeism of explanation.[73]
Several critics establish the game's exploration and puzzles to be satisfying, imaginative, and rewarding,[seven] [66] [71] while others felt that the puzzles became repetitive,[64] [70] or that their solutions were also simple.[69] [73] Colantonio of Digital Trends appreciated the clear purpose of each tool and mechanic,[7] and GamesRadar+ 's Weber thought that the best puzzles in the game were the most challenging.[67] Push button Square 's Stephen Tailby appreciated the game'south progression and pacing,[69] while IGN 's Saltzman considered it more than limiting in terms of player growth.[68] Mejia of Shacknews felt that the bow improved the game's traversal puzzles, but that the bombs began to "feel awkward and clumsy".[4] GamesRadar+ 'southward Weber found the explanation of the new skills unclear,[67] and Video Games Chronicle 's Jordan Middler wrote that they added piddling to the combat sequences.[77] Several critics lauded the claiming and satisfaction of the gainsay;[10] [64] [68] [69] [74] GameSpot 'due south Hornshaw called it "more often than not tough and heady" and that the addition of the Rot made it "experience fun and intelligent".[66] Conversely, some reviewers establish the combat basic or uninspired,[65] [8] and the contrivance and parry to be inconsistent or useless;[iv] [77] Eurogamer 's Hetfeld said that the difficulty was unbalanced betwixt standard fights and dominate battles.[73] Reviewers praised the game's fast loading times on PlayStation 5 and the integration of the DualSense;[10] [69] on Windows, PC Gamer 's Kemp noted some dips in frame charge per unit during the game's second half.[eight]
The game'due south Rot creatures were praised by critics, many of whom drew comparisons to the titular creatures of the Pikmin series.[x] [66] [67] [68] [74] Several reviewers lauded the Rot's involvement in the game'due south combat;[vii] [8] [64] [72] GameSpot 's Hetfeld wrote that the Rot "makes Kena stand up apart from similar games",[66] and GamesRadar+ 'southward Weber felt that they "enhance every other aspect" of the game.[67] Paul Tamburro of GameRevolution said that the creatures demonstrated the programmer'south animation skills and appreciated their customization.[65] Push button Square 's Tailby found the creatures enjoyable in all interactions,[69] and NME 's Wen considered them to accept more personality than Kena.[74] Conversely, Middler of Video Games Chronicle wrote that the Rot "almost feels like an exercise in marketing".[77]
Mejia of Shacknews constitute the game's narrative to be powerful and emotional, noting that information technology was "so touching that mechanical shortcomings can be forgiven".[4] Colantonio of Digital Trends favorably compared the game'due south story to Hayao Miyazaki films like Nausicaä of the Valley of the Wind and Princess Mononoke, considering it one of the game's best elements.[7] Push Foursquare 's Tailby thought the narrative was predictable only "hits an optimistic yet bittersweet tone, akin to any number of animated films" from the last decade.[69] Middler of Video Games Chronicle remarked a discrepancy in the game's story and the actor's actions, and described the writing equally a "something you'd see in a B-tier Illumination blitheness".[77] Matusiak of Gry-Online and Wen of NME found the narrative unmemorable;[71] [74] similarly, Tamburro of GameRevolution considered information technology forgettable, noting that the lack of emotion in its delivery of its themes of bereavement and loss were unaffecting.[65] PC Gamer 's Kemp said that the story felt incomplete.[8] Shubhankar Parijat of GamingBolt felt that the backstory and details of the game'southward globe told a better story than the main narrative.[78]
GameSpot 's Hornshaw wrote that the character interactions fabricated each area of the world feel more than alive.[66] Mejia of Shacknews considered the character arcs to exist "heartbreaking".[iv] Conversely, some reviewers thought that the characters were undeveloped or uninteresting.[8] [74] [77] Kotaku 's Walker lauded the programmer's skill in character animation,[seventy] though Button Square 's Tailby found some grapheme designs to exist "a bit lacking";[69] Eurogamer 'south Hetfeld wrote that the Pixar-inspired character designs "fabricated it difficult for me to tell if all these characters with Japanese names were in fact Japanese".[73] Several reviewers criticized the lack of character evolution for the protagonist, Kena;[70] [71] [74] IGN 'southward Saltzman wanted to larn more,[68] and PC Gamer 'south Kemp was curious enough about her story to keep playing.[eight] Some critics lauded the bandage's performances[64]—Antistar of Jeuxvideo.com praised Larassanti's operation every bit Kena,[72] and Walker of Kotaku applauded Odate equally Toshi[70]—while others criticized the voice interim;[ten] [64] NME 's Kemp noted a preference for a silent protagonist and gibberish-speaking supporting characters.[74]
Reviewers lauded the game's music.[69] Jeuxvideo.com 's Antistar appreciated its atmosphere and attention to detail, considering it unforgettable.[72] Hornshaw of GameSpot described the score equally "excellent" and "immersive",[66] and Hashemite kingdom of jordan Devore of Destructoid found it "tranquil" with "a few earworms".[10] GameRevolution 's Tamburro praised the reflection of the Balinese music on the game'due south cultural influence.[65] Andrew Reiner of Game Informer said that he "plant [himself] humming along to the excellently composed depression-key melodies".[64] Gry-Online 's Matusiak praised the atmospheric soundtrack, though noted a lack of effective sound design during gainsay.[71]
Several critics commented on the game's originality and its borrowing of successful elements from other popular games, with both favorable and unfavorable comparisons to Beyond Good & Evil, Jak and Daxter, and The Legend of Zelda.[69] [73] [74] [75] Colantonio of Digital Trends found its familiar structural beats "warm" and "comforting",[seven] and Saltzman of IGN considered it "simple and formulaic, but information technology works elegantly".[68] Kotaku 's Walker compared the game to PlayStation-era platformers like Spyro the Dragon and Ty the Tasmanian Tiger, though noted that critical comparisons felt harsh for a outset-time production from a small-scale studio like Ember Lab.[70] Push Square 's Tailby appreciated the callback to PlayStation 2-era action platformers;[69] similarly, Devore of Destructoid compared it to "a gorgeous, modern-twenty-four hours have on a tried-and-truthful older-era platformer", which he considered "basic".[10] Antistar of Jeuxvideo.com noted a feeling of familiarity in the game, but appreciated its uniqueness in its personality.[72] Ewan Wilson of Polygon wrote that the "absence of any original identity" signaled a lack of imagination, highlighting particular similarities with Studio Ghibli and its films like Princess Mononoke; Wilson described the game as "God of War without the gruesome finishing moves ... Ghost of Tsushima without the expansive cast of characters ... Horizon Zero Dawn without the sprawling scope".[79] Wen of NME hoped that Ember Lab would continue to build on its inspirations for a more original project in future.[74]
Accolades [edit]
Kena: Span of Spirits was awarded Game of the Yr from Houston Press,[80] and was ranked among the year's best by Ars Technica,[81] GameSpot,[82] GamesRadar+,[83] and United states Today.[84] It was nominated for PlayStation Game of the Year at the 39th Annual Aureate Joystick Awards.[85] At The Game Awards 2021, it won Best Independent Game and Best Debut Indie Game;[86] it was also nominated for Best Art Direction and was included in the first round of thirty games selected for the audition-voted Players' Voice laurels.[87] From PlayStation Blog, the game won Independent Game of the Twelvemonth and was fourth runner-upward for Best Graphical Showcase.[88] It won Best Indie at the inaugural Arab Game Awards,[89] and was nominated for 1 award at the 49th Annie Awards,[90] 18th British Academy Games Awards,[91] 33rd GLAAD Media Awards,[92] and 11th Annual New York Game Awards,[93] ii at the 22nd Game Developers Choice Awards,[94] and 4 at the 25th Annual D.I.C.E. Awards.[95] It led the nominees at the SXSW Gaming Awards with four nominations,[96] of which it won i,[97] and it won one of its ii nominations at the Webby Awards.[98] The main theme music, "Beneath Worlds", won Best Chief Theme at the 20th Annual Game Audio Network Guild Awards.[99]
Sales [edit]
Kena: Bridge of Spirits was the almost-downloaded PlayStation v game of September 2021 in Europe, and the third-nearly in Due north America; the PlayStation iv version was 16th in Europe.[101] Past October 2021, the game had bankrupt-fifty-fifty; Josh Grier said that Sony was "happy" with the results.[eleven] In October 2021, it was the fifth-near-downloaded PlayStation 5 game in Europe and fifteenth in North America;[102] in December, it was ninth in North America.[103] For the year overall, it was the seventh-most-downloaded PlayStation five game in Europe, and the twentieth in Due north America.[104] In Jan 2022, it ranked twelfth in Europe and eighteenth in Northward America;[105] it ranked seventeenth in Europe in February,[106] and thirteenth in Europe and nineteenth in North America in April.[107]
References [edit]
- ^ Kato, Matthew (June eleven, 2020). "Enter The Enchanted World Of PS5's Kena: Span Of The Spirits". Game Informer. GameStop. Archived from the original on June fourteen, 2020. Retrieved June 14, 2020.
- ^ a b c d Takahashi, Dean (June eleven, 2020). "Kena: Bridge of Spirits is a story of redemption with cute characters on the PS5". VentureBeat. Archived from the original on June 14, 2020. Retrieved June xiv, 2020.
- ^ a b c d due east f g h i Cork, Jeff (September 8, 2020). "20 Questions (And Answers) About Kena: Bridge Of Spirits". Game Informer. GameStop. Archived from the original on September viii, 2020. Retrieved September 12, 2020.
- ^ a b c d eastward f 1000 h Mejia, Ozzie (September 27, 2021). "Kena: Span of Spirits review: Journey to the afterlife". Shacknews. Gamerhub. Archived from the original on September 27, 2021. Retrieved Oct 1, 2021.
- ^ a b c d e f g h i Cork, Jeff (September 9, 2020). "Crossing Over". Game Informer. No. 329. GameStop.
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External links [edit]
- Kena: Bridge of Spirits at IMDb
Kena: Bridge Of Spirits Steam,
Source: https://en.wikipedia.org/wiki/Kena:_Bridge_of_Spirits
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