Released on March 3, 2021 in early access on Steam, revita is a game developed by the studio BenStarand it was edited by Dear villagersin co-edition with Doyoyo Games† Following the roguelite trend, Revita was released in version 1.0 April 21 last, after a little over a year of fine-tuning. ConsoleFun has therefore looked at this title and its specifics!
A minimalist scenario…
In Revita, we play a boy trying to reach the top of a tower. An elevator stops on each floor and the beginning of the game serves as a tutorial for the various controls. Amnesic, the hero seeks answers about himself and his story, and is sent back to the reminiscence station, which serves as a hub for NPCs that will serve you well before the start of each run.
Unfortunately, Revita’s story is not transcendent. It comes trickle-and-drop over the runs, it’s fairly classic, and even the real ending doesn’t really have enough to motivate massive replayability. So we lament a lack of in-depth dialogue, especially with NPCs and bosses who just don’t speak: our hero’s journey lacks that little bit that would make us emotionally attached to his thirst for an answer.
Our amnesic hero is hard to spot at the start of the game…
…but addictive gameplay where you risk your life
Where Revita stands out and especially shines among roguelites is that it offers a system based on life point management and risk-taking, while confronting the player with rooms that follow each other quickly and nervously. †
Indeed, Revita is quickly taken in hand: jump, sprint where one is invincible but with a cooldown, and pistol shooting in all directions is enough to traverse the tower on your climbs. And to gain power, we can count on relics to give us various more or less useful and powerful bonuses. These relics are obtained through the chambers, or through chests, merchants, or by making a sacrifice. A sacrificial system that lives up to its name…
Is the contents of this chest worth sacrificing half HP? There’s only one way to find out…
So the price to pay to access these relics always constitutes a certain number of health points! Starting with four hearts at the start of your ascent, you will therefore choose whether or not to pay half a life point to open a chest, or even an offering of one to three life points to a statue to get a relic as powerful as the number of hit points involved.
Add to that a soul meter that fills up as you eliminate enemies, and allows you to recover health points once filled, and you quickly understand that all the salt of the title is about taking risks, your ability to take no damage during battle, and a little luck!
Because if the principle is simple, the frantic pace of the sequence of rooms makes it particularly exciting. These chambers are small, filled with two to six monsters, sometimes with a few traps to complicate the task. We move quickly from one floor to the next, up to the boss fights where studying patterns and dodging becomes essential. The bosses are relatively impressive during your first encounters, but quickly become easy to approach once you’ve identified them.
The rooms are small and follow one another at breakneck speed.
Of course, many elements are added over the course of your attempts: you can acquire secondary weapons, replay curses on risk-taking and future rewards, and in particular you can free various NPCs that will ask you for different resources to improve something or unlock to refresh your runs.
The game’s economy is balanced overall, although we’d like to be able to unlock more elements faster, as the game finishes quickly and the scenario doesn’t require much replayability: once the real ending is reached, you probably still have a lot of stuff. to test in the game, but nothing that will really motivate you to start a run again.
In this, the title may lack script elements or more or less scripted challenges, even if we find a daily challenge and a weekly challenge. It takes between 10 and 15 hours to reach the real ending, depending on your skills and luck – some Relic combos can be devastating.
Rescued NPCs offer a variety of upgrades available on the Reminiscence Station.
A certain artistic potential, but underused
Let it be said, Revita’s pixel art is quite successful. The color palette is also quite pleasant, but unfortunately the level design lacks creativity to express the full artistic potential of the title. The small rooms follow each other and resemble each other, especially since the graphic tone is quite dark: we would have liked floors with a more diversified and shimmering color palette. However, the animations are impeccable and the action is always legible despite the small size of the rooms.
The soundtrack is pleasant without being particularly striking, it is content to pleasantly accompany your attempts. Sometimes soft, sometimes more dynamic, it never gets tired and enhances the overall atmosphere, especially in the station of memories. As for the localization, the game is fully subtitled in French, which is remarkable for a small production.
Finally, it is important to pay attention to the degree of configuration that is possible for the gaming experience! Displaying a timer, damage dealt, ability to skip cutscenes will please speedrunners, while the ability to track damage received, speed of play, and level of aiming aid make the game accessible to all.
An offer that will determine the rest of the run, for better or for worse…