The Knight Witch – Review
Super Awesome Hyper Dimensional Mega Team is the greatest studio name I have ever heard, and they created The Knight Witch. In 2017, with the release of Rise and Shine, a side-scrolling shoot ’em up with puzzles integrated throughout, the company finally entered the realm of console and PC games. We all wondered what would come next for these characters because we could relate to them and because the gameplay was so much fun. Years later, I still think The Knight Witch is the best thing the group has done, so let’s dive in.
The Knight Witch does an excellent job of setting the stage for the story right from the start. There was a bloody war between the rebel Knight Witches and the robotic golem army of an evil emperor 14 years ago. At the conclusion of the decisive battle, a massive explosion ripped a hole in the earth’s surface, exposing a hidden sanctuary constructed by a race of giants from long ago. After the bomb went off and their world started to collapse around them, both sides hid underground.
Future events focus on Rayne, a failed Knight Witch trainee who was discharged from the squad before the war even began. The people of the town view the Knight Witches as superheroes, and it is this faith in them that gives them their power. Even though she is content with her peaceful existence, she secretly longs to prove that she has what it takes to become a Knight Witch. After fending off an assault on the town, you learn of a new foe who has emerged with a newly revitalised golem army bent on vengeance. Because the Knight Witches are keeping the army preoccupied, the spotlight is on you. The town’s mayor remembers your past as a Knight Witch and gives you the responsibility of repairing the city’s machine infrastructure, with each area having its own unique part to fix and bosses to vanquish along the way.
The best way to describe The Knight Witch is as a Metroid Vania-style shooter. Since Metroid Vania was implemented, the maps’ individual areas are now nonlinear and utility gated. As you make your way from one area to the next, you’ll eventually figure out how to get where you need to go. Some areas are only accessible via specific routes, while others won’t be accessible at all until you reach a certain point in the story or acquire a particular item or ability.
The gameplay combines elements of the traditional “bullet hell” shooter with the use of magic. As you progress through the game, you’ll gain access to a variety of benefits. The “Knight” sets focus on strengthening your weapon, while the “Witch” sets bolster your card-based spellcasting abilities. You can specialise in one road exclusively or take a hybrid approach.
The card system works well as a mechanic because it is simple and straightforward to learn. Acquiring spell cards with a variety of offensive and defensive effects is a core mechanic of the game. The cost of playing a card is determined by the amount of damage dealt to the enemy, which is converted into mana. There is no hard limit on how often a card can be used, but you can only have a certain number in your hand at once, and they will cycle in and out as you cast different spells. The whole setup was fun to play with and resulted in exciting encounters with the game’s antagonists.
I was astonished by the simplicity and effectiveness of the shooting system. You have the option of using the auto aim feature or manually aiming your gun in any of the 360 degrees. If you’re not the most accurate shooter, the game can automatically target the nearest foe. Though your gun’s damage will be reduced, you’ll be better able to direct your attention toward dodging incoming fire. The convenience is that you don’t have to flip a switch every time; if you don’t use the correct analogue, the setting will automatically change. Because some sections feature a single foe and others feature a swarm of them, I made use of both. Because of this, battles are never boring, which is something I greatly appreciate.
The group also includes some “rogue lite” features. Various rooms with hidden bosses and ambushes are strategically placed to yield spell cards as rewards. Arcane beacons are strategically placed so that you can save your progress and swap out your spell cards. Armor can be purchased with shards, the in-game currency. The armour you buy is built to last and comes with a host of other benefits. An enjoyable perk is the rocket that fires in the direction of your attacker’s horde. The ability to select a piece of armour based on the type of encounter you’re about to enter is a significant benefit, demonstrating the developers’ dedication to detail.
Technically and aesthetically, the game is flawless; there are no noticeable bugs or slowdowns. Playing time was extended by a few hours on account of my stopping frequently to marvel at the game’s gorgeous visuals and excellent soundtrack. The hand-drawn aesthetic and score deserve award consideration. You get such a varied sense of place from one place to the next in terms of atmosphere, visuals, and audio.
It’s difficult to find fault with Knight Witch once you’ve played through it. The bosses and ambushes you face vary in difficulty, so my only comment is more of a question than a criticism. Some of the game’s early bosses are tougher than those you’ll face later on, demonstrating some degree of randomization. In most games, the difficulty increases as you move from one zone to the next. The unexpectedness of it threw me off a little while I was playing. If this is done on purpose to increase suspense, that’s fantastic. Unfortunately, I was unable to find any references to this.
I can’t sing this game’s praises loudly enough, and you should all give it a shot. The Knight Witch is too well made and designed to go unnoticed and unnominated for a slew of prestigious prizes. Think about this carefully before dismissing it.