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New Steam Action RPG Is Like an N64 Zelda Soulslike, and That's Enough

New Steam Action RPG Is Like an N64 Zelda Soulslike, and That's Enough

I'm not usually one for retro games, primarily because they generally just feel too dated for me to enjoy. I'll admit I'm very spoiled as a gamer, despite being obsessed with classic games during my childhood because, back then, they weren't classic. I know beyond a shadow of a doubt I would even have a difficult time going back to The Legend of Zelda: Ocarina of Time on the N64—one of my favorite games of all time—simply because its visuals and gameplay are so dated now, I don't think I could get into it. Fortunately, the Ocarina of Time remake is coming out soon, but that's largely beside the point. The main thing I want to set up here is how adverse I am to retro games, and yet, I just played one of the most charming, surprisingly addictive action RPGs on Steam, and it happens to be designed to intentionally feel and play like a game from the N64 era.

Mouseward is about as straightforward as it gets when it comes to soulslikes, but that's precisely what I love about it already. Developed by Finite Reflection Studios and still without a release date, Mouseward puts players in control of a loyal Mouse Guard who had fallen in the line of duty but is revived by the arcane power of a calamitous starfall that shattered the kingdom. They are then tasked with protecting the kingdom once more, which eventually sends them out into a world that feels like Ocarina of Time reimagined as an N64 soulslike. After playing the Mouseward demo on Steam, though, what surprised me most wasn't how convincingly it pulls that combination off. It's how little it seems to need beyond the basics to keep me exploring, fighting, and constantly telling myself I'd stop after just one more area.

Protagonist sitting at a campfire in Mouseward
Protagonist sitting at a campfire in Mouseward
Protagonist wielding a giant two handed hammer in Mouseward
Protagonist wielding a giant two handed hammer in Mouseward
Protagonist preparing to fire his bow at an enemy in Mouseward
Protagonist preparing to fire his bow at an enemy in Mouseward

Calling Mouseward a soulslike might immediately bring to mind something far more complicated than what it actually is, at least based on the demo. Its combat is very simple for an action RPG, with stamina management doing most of the heavy lifting while attacks, dodges, blocking, and parrying make up the bulk of what players will be doing in a fight. I don't think I ever felt like I was trying to wrap my head around Mouseward's combat, and that's honestly one of the things I enjoyed most about it. I could just fight. Enemies still punished me when I got greedy and completely drained my stamina trying to squeeze in another attack, but I also never felt like I needed to spend a bunch of time learning some complicated combat system before I could actually start enjoying myself.

There is some variety here, though, especially once Mouseward starts handing over different weapons. The demo includes a sword, dagger, and a great hammer that looks hilariously large in the hands of such a tiny character, and each one is different enough that I could immediately tell which one I preferred using. I also eventually got my hands on a bow, which I found useful for more than just fighting enemies at a distance, since there are things in the environment that can be interacted with using arrows. Again, none of it is especially complicated, but I think that's kind of the point. Mouseward gave me enough to experiment with without constantly introducing another system I needed to learn, and considering how bloated some RPGs can get with mechanics now, I found that pretty refreshing.

Protagonist firing an arrow at an enemy in Undertown in Mouseward
Protagonist firing an arrow at an enemy in Undertown in Mouseward

Progression is handled much the same way. Fallen Stars can be found throughout the game and used to improve the Mouse Guard through a skill tree, while coins can be collected and spent at the Mysterious Merchant. There are also different pieces of equipment to find and equip, and wearing the pieces that belong to the same set can provide an additional bonus. I liked that especially because it gave me another reason to pay attention to what I was finding without turning equipment into some giant spreadsheet of stats I needed to study every time something new dropped. I was still checking my gear and thinking about what I wanted to use, but I never felt like Mouseward was trying to interrupt the actual adventure to make me do it.

One thing worth noting is that equipment can only be changed while resting at a campfire, which also serves as Mouseward's version of the familiar soulslike checkpoint. That puts a little more weight behind what I choose to equip before heading back out, even if the equipment system itself is still pretty easy to understand.

Even the skill tree seems pretty restrained in the demo, and I mean that as a compliment. Fallen Stars are essentially another reason to explore, since finding them means getting another opportunity to make the Mouse Guard stronger, and that connection between progression and exploration ended up being one of the things that kept pulling me forward. I started checking paths I probably would have ignored in another game because I knew there was a decent chance something useful might be waiting there. There are coins to find, Fallen Stars to collect, secret quests to uncover, and other hidden items scattered around, so I very quickly stopped treating the obvious path like it was necessarily the path I should be taking.

I think the exploration and environmental design are probably where things started feeling like Ocarina of Time. Obviously, Mouseward looks like an N64 game, but there's something about the way its world is laid out that reminded me of that era as well. I regularly found myself seeing something above me or off in the distance and trying to figure out how to get there, and the world has quite a bit more verticality than I was expecting. There are hidden ledges, ladders, ropes that can be cut with arrows, and paths that eventually wrap back around to somewhere I've already been. I'm a sucker for opening a shortcut and suddenly realizing I'm back in an area I visited much earlier, so Mouseward got me with that pretty quickly.

ئەم بابەتە بە تەواوی لە سەرچاوەی فەرمی Game Rant وەرگیراوە و وەرگێڕدراوەتە سەر زمانی کوردی سۆرانی بۆ پلاتفۆرمی Nintendo.

سەرچاوەی فەرمی بە زمانی ئینگلیزی: https://gamerant.com/mouseward-steam-action-rpg-n64-zelda-soulslike/

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