Platform : PC (Steam) and PS4 planned in 2023
Release year : 2022
Genre : Action RPG
Developer : Graverobber Foundation ( Seems to be ran by one person? Can be found here : Twitter account )
Length : About three hours, four if you take your time.
Ever since the rise of the modern era of video games, there has been a significant effort from independent developers into bringing back old-fashioned games with design that resembles the ones many of us grew up with. Many developers have modernised the sauce, taken new steps with it, and with reason, there's a lot of players that couldn't put up with some of the bullish that some 8-bit games pulled back in the day anymore.
There's also a fair share of players that are molded into the bullish and have adopted it, so many retro indie games don't quite hit the spot for them because they don't feel the same.
Personally, it's the case for me, I do play and enjoy a lot of retro indie games, but few of them actually hit that "true retro feel" spot. They fill other blanks nicely, but this is one many fail to fill up.
Ringlorn Saga is especially special, because it somehow manages to fill both shoes. It feels accessible enough to be played by just anyone who are into 8-bit Action RPGs with push combat, and it feels retro enough to feel like it was released thirty years ago.
Let's get into the gist of it.
It begins with a young woman named Fiona who, on her 16th birthday, asks a bard to tell her about her father's adventures, the bard specifies that he has told her this story countless times and asks if she really wants to hear it again, she replies "Yes, but I want the full story today". The bard then proceeds to tell her about the protagonist of the game, and you are thrown into the story.
The premise is you are Prince Gerhard, one of two sons of royalty, and a mysterious magical barrier that reeks of evil energy has appeared in the land next door. Your father and his men decide to investigate the barrier, Gerhard wishes to follow him but his father refuses, saying that his brother must take the throne if he does not come back within a month. A month passed, and Gerhard needed answers.
Many indie games try to mimic a retro artstyle, and over time indie developers have taken the liberty to enhance/modernise the concept, but Ringlorn Saga is extra faithful to the graphic limitations and palette swap trickery of yesteryear, which makes it feel genuinely retro, it's color count is low, yet all the art falls right into place and feels at home. There's a CRT filter, as shown in the screenshots, that you can either turn on or off.
The level design is easy to read and has a few visual clues for the player to interpret as they will, and for what it's trying to accomplish, it's all in all quite tightly designed and simple enough to navigate around.
You're often asking yourself "Where was that again? I think it was that way", but at the same time, you never feel lost because you mold yourself into the map design very quickly and understand how it's built fast enough.
You are almost never forced to fight anything if you strategize your movements well, which doesn't make the game drag on if you don't want it to. It can also be done without any grinding, simply clearing the screens as you explore is plenty enough. The combat is driven by a push mechanic, and you have three attack types and two fighting stances. The fighting stances are either attack or defence, which will change how much damage you take per hit and how much damage you deal, and the three attack stances are slash, crush and stab.
Every enemy is weak to a certain attack type, some enemy types have a set weakness, whilst other enemy types, usually humanoid ones, will have varying weakness depending on a setting I haven't figured out.
It makes the combat a bit more dynamic by encouraging the player to pay attention to their stances and their surrounding at all times, as you can get overwhelmed with enemies sometimes, so picking the right rotation of stances can be advantageous.
I had no problem exhausting every dialogue the game has, the writing is simple but quite enjoyable, pretty much every NPC has an anecdote to tell and a personality as well, and best of all is that it doesn't overfeed you with filler dialogue, even if the number of NPCs in the game are slim.
Your involvement with the number of dialogues you read is up to you, all NPC's have extra dialogue but it's mostly flavor text, so the player isn't punished if they're not the kind of player that likes to exhaust dialogues.
The soundtrack is a soothing and mesmerising FM soundtrack that'll be sure to keep you hooked to it's catchy tunes, never letting a single loop get tiring if you're into VGM. The town theme is particularly comforting and evokes a deep feeling of nostalgia and serenity. Some of the loops are also quite long, sometimes you don't even have time to hear them all the way through before you're done in the area you're in.
Dungeons get progressively more maze-y as you go through the game, ranging from a single room to 3x3 and multi-floor dungeons the more you progress. The dungeons are fairly linear, with optional paths containing only gold and items. Gold, unlike most games, is only used in very few instances in the game, and you cannot grind it, they are found throughout the game in chests and bags only.
Only a few gold coins are required to complete the game as part of main objectives on the critical path, so don't let that low gold count bother you too much. The rest of the gold can be spent on a ring that costs (If I remember correctly) 350 gold, but by the time I had that amount, I was in the last dungeon and didn't die so I didn't go back to the village to purchase it, but I assume it boosts stats.
There's also no real focus on equipment tweaking or min/maxing results with varying gear, your character has a sword and shield as equipment, attack and defence as stats, and that's it.
You find new swords and new shields throughout the game, and if you find a sword/shield that's better than the one you currently have, it's automatically equipped, and if you find a weaker one, it's placed in your inventory for selling. Never have to have a headache comparing stats over and over on every piece of equipment to find out which combo is the best for your build.
Now, you may have noticed that I've mentioned the word "Simple" a fair amount of times, and let me tell you that this is far from a negative trait.
Sometimes, you don't want a game that relies on overdone systems filled with content or a game with a hundred different mechanics, you just want a solid core experience and a quick clear, and Ringlorn Saga absolutely delivers on that front.
It's gameplay is broken down to it's rawest form, as focused as a 2D adventure ARPG can be, and it's damn good.
It's comfy, it's got the right difficulty, it doesn't hold your hand in the slightest, letting you lose yourself in it's world, it's short and sweet and, best of all, this could've easily been released in the late 1980's/early 1990's and it would've looked the part, it's molded into this era all whilst being able to show a degree of competency in game design that's more mature than the game it was inspired by.
It's also easily re-playable if you like games the length of an average 8-bit cartridge.
If you like the first two Ys games or games that play similarly to Falcom's earlier works, or perhaps you tried out Hydlide and thought it had janky mechanics but you still enjoyed how the game is designed to a degree, Ringlorn Saga is absolutely worth your time.
You'll find a rudimentary and comfortable video game experience with a sweet core gameplay loop that'll only grow on you the more you play it, and ending the game will leave you hungry without making you feel empty. It doesn't overstay it's welcome, but you know you'll want to play it's sequel once it comes out if you go through the whole game.
For others who haven't heard of the aforementioned games above, it may not appeal to everyone. It's approach is aiming with a specific audience in mind, but it's done so right that it's worth a look for gamers with more curiosity than the average Joe.
Personally, I don't feel like this is a game that's gate-keeping to it's audience, and pretty much anyone could get into it if they really try, as the game isn't complicated to understand in the slightest.
Whether you enjoy it or not is always up to you, but the fact that you stumbled here probably means this piqued your interest in one way or another. At that price tag, go for it.
One thing is sure is that the day Book Two comes out, the developers will have my support, as they've shown with this first opus that they know damn well how to capture the very essence that makes an 8-bit action-RPG interesting.
I wish them great success with this release and their future ones, should they meet or exceed this standard of quality and integrity in keeping it real.
P.S: If you're the dev and you're reading this, I'll happily localize your game in French if you wish, free of charge, no strings attached. I just enjoyed it that much and want to see it succeed. @NamajnaG_SRC :)
+Very classic and faithful ARPG design
+Interesting NPCs and superb FM music
+Addicting, easy to understand core gameplay and well designed difficulty
curve
-No controls remapping (Default controls are fine IMO, but some people like to have the option)
-Critical items can be easily missed if unobservant
Overall rating : B+
Gameplay : B
Storyline (If present) : B
Sound Effects : A
Music : A+
Game/Level design : A
Art style/direction : A-
Overall accessibility to a regular gamer : Above Average
Ideal for 8-bit ARPG fans or people into indie games looking for something genuinely old school.
BUY ON STEAM