Starlight Re:Volver Impression
The initial sampling of combat indicates an enjoyable co-op experience with a bright presentation that aids the sense of fun.
Padho Labs’s Starlight Re:Volver is an online co-op action title where players control figures called Divers. These individuals have the ability to use mysterious devices known as Re:Volvers, and travel to a digital dreamscape called So Mi where they can uncover various secrets and treasures. Ahead of the game’s planned release on Steam Early Access later this year, and ahead of the Steam Next Fest demo currently available for the next week, RPGamer had the opportunity to attend a virtual preview event and try out a preview build alongside some of the team at Pahdo Labs and other media members.
The preview build was largely focused on introducing the game’s combat, so there isn’t much to glean at this stage regarding the game’s narrative and overall content flow. Three characters so far were available: Effy, Kira, and Ren. They are primarily melee, ranged, and flexible support characters respectively, but characters can in theory take on any role depending on how they power up during a run. It included a chance to wander around and check out a small number of activities available in the hub city on Nishi Island, which includes an arcade mini-game plus some light crafting and fishing elements. The inspirations from 1990s and 2000s anime, particularly on the visuals, are readily apparent with a bright colour palette and distinctive character designs, complete with magical girl (or super sentai)-style transformations on the characters when they enter combat. The build was still clearly an early one, with some UI elements clearly not being fully optimised yet and a number of planned features yet to be implemented.
Starlight Re:Volver sees players embark on various available dives into So Mi. These expeditions see up to four players taking on twenty-six “floors” of encounters, generally facing off against a group of enemies. While the floors are randomised, players are given an option to vote from three portals to determine which of the options they go to next. The options are shown as icons that determine the reward received — which might be a new skill, a skill upgrade, or a new charm — and indicate whether that option might be more challenging, which increases the reward. The exception to this is the final floor, as this is where players take on that dive’s boss.
The 1990s and 2000s anime aesthetic remains strong in the combat, with plenty of colourful attacks and effects filling the screen, but it’s still fairly easy to get a handle on what’s going on even when things are a bit chaotic. The keyboard and mouse controls see players moving with the WASD keys, aiming and attacking with the mouse, dashing out of trouble using space, and assigning special abilities unlocked during a run to other keys. Enemies provide a mix of ranged and melee threats, tasking players with dodging projectiles or otherwise trying to stay out of harm’s way while attempting to deal damage.
Obtaining new skills helps give players new ways to work together, such as a shield that can be used to protect enemies or more purely offensive weapons like a powerful beam that can be directed for a short period of time. There’s a good mix to the passive boosts that trinkets provide, which gives players options to either adapt their playstyle to the offered trinkets or to try and pick out particular options that fit their current style.
Health recovery options are quite limited, but fortunately allies can revive fallen players in a couple of ways. First is a Crystal Plume, which revives an ally at full health, but is a limited resource. Secondly, players can use attacks to pop the Ghost Bubble that fallen players turn into, with the same applying automatically if the floor is cleared. In addition, there is a fuel level, which is expended by using combat actions. However, if the fuel is depleted, then the players’ hit points start ticking down. Fuel can also be spent by striking certain crystals that can randomly appear appear after a floor is cleared, which may provide some extra bonuses for the gamble.
Currency players pick up is used in a shop found on some floors to purchase some additional upgrades. An important part of a dive strategy is ensuring that players are able to obtain powerful enough updates so that they can overcome the boss at the end, and despite a couple of members needing to be revived a few times on earlier floors, our preview run ended up being readily successful on this front. The boss fight was a good differentiator from the previous fights, with a lot more focus on recognising attack patterns, and made for a good final sense of occasion for the run.
As they play the game, players are able to unlock new costumes and various accessories to help personalise their characters. Meanwhile, players can use the rewards obtained from their dives to engage in activities such as fishing and crafting, which in turn provide further rewards such as more permanent upgrades like trinkets, which can be brought into future expeditions.
An initial foray into So Mi offers some encouraging signs. It remains to be seen how well the other elements are able to support the combat, with the developer stating that many things are going to be dependent on what resonates with players and the feedback the studio gets during its playtest and Early Access periods. However, the initial sampling of combat indicates an enjoyable co-op experience with a bright presentation that aids the sense of fun.
Disclosure: This article is based on a build of the game provided by the publisher.
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