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In today’s world of game design, what do you think is the prime ingredient to evoke that sense of nostalgia? Hint: Indie devs use this most of the time. Yes, you’re right, it’s pixel aesthetics that has been saturating your game libraries for quite some time. No, I’m not dissing on pixel graphics, but if you’re planning to sell a game solely based on its aesthetic rather than actual gameplay, that’s where I draw the line. Not everyone can be Celeste or Katana Zero you know. However, just like these two games I mentioned, once a while something comes along that leaves a mark for its bold stance without falling prey to market demand (*cough Metroid *cough vania).

And Olija rightfully deserves its place up there among the biggies.

Narrative

In a poor fishing town under the southern sun, lives our protagonist, Lord Faraday. Penniless and unable to endure the plight of his men, one day he finally decides to gather them and set sail for salvation. And off they go, on an uncharted journey across the seven seas, until a severe storm trashes their ship across the pixelated waves throwing everyone overboard. Faraday’s consciousness fades as he sinks further into the deep blue, until he wakes up to find himself all alone in a strange cave filled with chittering hostile goo. He finally escapes by jumping through a wall and knocks himself out, only to be woken up by an old ferryman. The land they are in is called Terraphage where an ancient evil lurks in the shadows of forsaken places. The old man takes him to a ramshackle town called Oaktide and it is then Faraday decides to explore the isles of Terraphage, find his lost crew and get the hell out! Little does he know that there’s way more to his adventure than he can foresee – a legend coming true, a test of love, and a trial of sheer resolve.

Indie pixel-art games lack voice over due to budget constraints and therefore have to solely rely on visual cues to tell the story. And Olija does this exceedingly well with minimal dialogues and texts. There is no lore exposition, but the world is portrayed in such a way that you might ponder that Terraphage has many associated tales and myths. Faraday’s primary weapon is the magic harpoon that he can throw and teleport himself to where it lands. And this he finds while randomly exploring the cave systems while looking for his crewmates. And guess what? The harpoon is like a living thing; it chooses him (just like Doctor Strange’s levitating cloak). You might be wondering why is the game called Olija, but I can’t spoil it. You’ll have to play this to know it. That said, I do wish, the game had some lore objects because many a time, Faraday passes through abandoned libraries and rundown settlements so it would be only logical if he stumbles upon small texts or diaries or signposts, etc.

There are a bunch of colorful NPCs, like the Alchemist with a pet Rottenwood filth (those chittering ‘hostile’ goo), the cook whose food heals us, a tailor busy taking measurements of a crewmate, a sailor who explores the Terraphage and brings goodies for us to craft stuff, and all. And who can forget the enigmatic flutist who appears randomly and the Hatmaker who crafts us a variety of hats that grant special powers! There is something or the other happening in the background in many areas. In Oaktide, there’s this guy busy fixing a signboard, in some other areas there are these zombie-like humans moaning when we pass them. Olija‘s a surreal experience thanks to its liminal texts, minimalist pixel visuals, and mumbled inaudible voiceover. Can’t deny that the game’s aesthetics and setting reminded me of the hit classic Another World. Well, it’s inspired by sailor’s legends and Asian fantasy after all, and this manifests itself in the game’s characters, visuals, and music.

Gameplay and Mechanics

The narrative might be Olija‘s strongest suit, but the gameplay is not far behind as well — razor-sharp combat and platforming by utilizing the harpoon make for some exhilarating experience. The harpoon hooks up to single-eyed black outgrowths (pretty sure they are living creatures) allowing Faraday to slingshot himself across large chasms with ease. Not only that, but the harpoon can also hook up to enemies and Faraday can dash in its direction releasing a deadly slice. You can legit hook-dash midair from one outgrowth to the other, then hook unto an enemy to slice through not only him but those behind him as well. And the harpoon isn’t the only weapon. As you progress you’ll equip yourself with a rapier, a crossbow (called Rottenwood Repeater), a shotgun, and finally a sword called Moonblade that can shine in the dark (by ironically emitting light of its own unlike our moon).

Combine all this weaponry to shred through a variety of enemies ranging from Rottenwood foot soldiers to soldiers with wings, to archers, to… huh…thorny beats I guess. Then there’s the chittering Rottenwood filth, environmental hazards, and certain tough enemies wielding ‘chain arms’. And woah! who can forget the boss fights! At a time when almost all indies aim to be Metroidvanias with tougher-than-rock enemies, Olija throws well-balanced challenges to the players. Boss fights are still a bit tough but that’s the reason you’ll enjoy beating them instead of getting frustrated over your death (that said, I did die a few times). You’re supposed to fight a spider puppeteering dead bodies, a yellow-cloaked ghost, the three legendary hunters, a ship composed of zombie biomass, and whatnot! And this only adds glory to Faraday’s adventure as the game nears its end.

The best arsenal perhaps is the hats that Lord Faraday wears at the start of any adventure. Throughout his adventures, he finds raw materials (and also the friendly explorer at Oaktide brings in some) which he can give to the Hatmaker to craft magical hats. Abilities range from an automated slicing red feather to acid immunity and acid splash to turning the harpoon into a spinning weapon to electrifying it and all. These special perks elevate the already fluid combat to new heights and can turn the tide when you are overwhelmed by enemies.

As for the puzzles, they can be a bit tricky at times, however, for most parts, they are a no-brainer. As you progress and gain access to powerful weapons, they will be used in puzzle solving alongside combat especially the harpoon’s ability to absorb lightning. Just take care not to get into the water to avoid getting electrocuted.

Visuals, Sound, and Performance

T0 be honest, after playing games like Katana Zero and Dead Cells, I would have preferred a much more detailed pixel-art, because Olija in its current state looks as if the world is made in MS Paint. There are layers and shadows and great lightning effects, which made me assume that maybe the minimalist pixel style is done to incorporate surrealism. This feeling is amplified by the soothing soundtracks inspired by Flamenco, lo-fi and traditional Japanese music, especially during boss fights and when something crucial happens in the plot.

As for performance, I have only one gripe. There’s this game-crashing bug that you encounter during the loading screens, where the screen turns black and you see the Error Report. I hope the devs roll out an update to fix this.

Real Talk

Olija somewhat lacks replayability because the enemies seldom pose any real threat. At best it is a one time experience, not to mention the game is quite short. However, despite all these shortcomings, the gameplay and narrative are great! There are moments where you’ll be in a frantic rush, followed by moments where you’ll be laid-back. In other words, Olija is a game that deserves to be experienced. If you like all the aforementioned stuff, then Olija is a must-buy.

Final Review : Essential

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