VED captivates players with its magnificent hand-drawn graphics, which evoke a sense of beauty reminiscent of traditional animation. Each frame feels like a brushstroke, immersing players in the bright surroundings. The fluidity of character movements enhances immersion by moving with an innate grace that draws players further into the narrative.
While the visual design is lovely, it has a twofold purpose: it catches the eye. It develops an emotional tone that resonates throughout Cyrus’ journey. This artistic style enables the game to convey complex themes like magic and reality, successfully blurring the barriers between the two worlds.
The harsh, industrial city of Micropolis and the ethereal, magical vastness of the floating islands are the two distinct universes in which the game’s narrative takes place. Micropolis is depicted in muted tones, reflecting its citizens’ hard realities and struggles. This dreary design starkly contrasts the magical world’s lush, brilliant colours, where vegetation and fauna are brimming with life and enchantment. This intended visual dichotomy helps player immersion and reinforces the story’s thematic undercurrents.
As players move between these realms, the stark variations in art style underscore the emotional stakes of their choices. When presented against such diverse settings, the weight of player decisions resonates more strongly, making each choice feel vital within the larger narrative arc. In this way, VED’s graphics are more than just decorative; they are essential to the storytelling, expanding the players’ layers as they traverse a world full of wonder and risk.
The Narrative Framework of VED: Promises and Pitfalls
VED’s central story revolves around Cyrus, a young man navigating the complexities of two interconnected worlds: the harsh metropolitan terrain of Micropolis and the magical realms of floating islands. Cyrus finds his teleportation talents early on, plunging him into a struggle with many factions, including a business titan and mystical sorcerers.
This design provides a rich tapestry of potential scenarios, with moral quandaries and choices that may resonate strongly with players. However, the execution falters. As players interact with significant individuals, each representing a distinct ideological stance, the narrative begins to strain under its ambition, resulting in disjointed events that may leave players feeling disconnected rather than invested.
The dialogue in VED, intended to move the story along, frequently detracts from the experience due to a lack of coherence and natural flow. Conversations might feel stiff, with too much explanation that detracts from rather than adds to immersion.
Characters commonly use run-on sentences or sudden transitions that fail to capture the nuance of genuine dialogue, leading to a disconnect between the players and the narrative. This is especially noticeable in moments intended to develop character relationships or create tension; instead, they frequently feel mechanical and forced.
Compounding these concerns is the apparent difficulty with translation, which may account for some of the strange phrasing. While the intention of providing a fully voiced experience is admirable, the delivery often feels flat, as if the voice actors are reading rather than embodying their characters.
This lack of emotional resonance reduces the player’s ability to connect with Cyrus and his journey, making important moments less impactful. When compared to comparable indie RPGs that succeed at narrative coherence, such as Undertale or Disco Elysium, VED’s dialogue and character development flaws reveal a missed chance to create a stronger emotional bond between the player and the story. This gap detracts from the overall narrative experience in an RPG, where choices and consequences are essential.
Gameplay Mechanics in VED: A Dance of Strategy and Exploration
VED has a turn-based combat system that adds a new twist with its unique positional mechanisms. Players take control of Cyrus and must strategically navigate a battlefield separated into four quadrants, with the efficiency of each ability determined by his present position.
This provides a layer of tactical depth, requiring players to consider not just what actions to take but also where to take them. For example, an ability could require Cyrus to shift left to land a critical strike while dodging an enemy attack. This spatial concept resembles games like Fire Emblem or Into the Breach, where placement is vital to success.
The introduction of buffs and debuffs enhances the combat experience. Players can opt to enhance their powers or hamper foes at the start of each fight, creating a layer of resource management using energy.
This energy serves as a currency for executing skills and obtaining benefits in battle, similar to systems found in titles like XCOM, where resource management is critical for survival. While the combat mechanics are entertaining, they might feel unconnected from the overall narrative, as players may find themselves trapped in repeating encounters that lack a compelling narrative.
Exploration in VED revolves around navigating between the mundane world of Micropolis and the fantasy realms of floating islands. Players can teleport between different worlds, experiencing various events and NPCs that offer choices related to character advancement and the growing narrative. This element is reminiscent of Chrono Trigger’s dramatic time-travel gameplay and story twists.
However, the exploration can feel disconnected, as interactions frequently lack the depth required to create an immersive experience. Players may roll a D20 to determine the fate of some events—an intriguing homage to tabletop RPGs—. Still, these moments can feel more like chance than significant choices. The consequences of decisions frequently appear muted, leading to the sense that player agency is not completely realized within the story. In contrast, games like The Witcher 3 expertly weave exploration and player choice together, creating a world where every option feels impactful.
In summary, while VED’s mechanics provide exciting potential, they frequently lack the cohesiveness and emotional weight required to elevate the gameplay experience properly. The combat is tactically complex, but the exploration and narrative integration leave players wanting more depth and engagement.
World Design in VED: A Tale of Two Realms
Micropolis is the gritty urban setting for VED, a metropolis riddled with strife and intrigue. Its architecture represents a world on the verge of chaos, filled with many factions fighting for control. Players encounter gangs, corporate enterprises, and mystical societies, each with its own ambitions and conflicts.
This dynamic social landscape enables players to explore the moral complexities of their choices, similar to the rich faction systems found in games like Fallout: New Vegas. While Micropolis is visually appealing, its narrative potential is considerably hampered by superficial character interactions and a lack of significant consequences for players’ choices. The city feels alive, but players may fail to connect with its citizens, reducing the emotional weight of their decisions.
Contrastingly, the mystical floating islands are a colourful, dreamlike realm filled with vibrant colours and exotic creatures. Here, the art style catches the imagination with beautiful settings encouraging exploration. Each island is a wonder microcosm, with unique NPCs and events reminiscent of the exploring joy seen in titles like The Legend of Zelda: Breath of the Wild.
However, the world-building suffers from a lack of unified mythology and backstory, which can make players feel lost. The islands are visually appealing, but the absence of deeper narrative links can make interactions feel arbitrary. The integration of player choices in this realm is less pronounced, leading to the sense that while the magical world is enchanting, it lacks the narrative weight that would genuinely engage players on an emotional layer.
Audio and Voice Acting in VED: A Mixed Soundscape
VED’s musical score is an ambitious attempt to enhance the game’s emotional landscape, with a mix of ethereal synths and low-fi beats that evoke the otherworldly character of the magical regions. The soundtrack adjusts nicely to the changing environments, offering a sad background during exploration and an adrenaline-pumping score during combat. However, while the music compliments the images well, its thematic relevance occasionally falters, lacking the depth and variety required to properly engage players in the narrative.
Compared to scores from games like Hollow Knight or Celeste, which expertly integrate music with emotional highs and lows, VED’s soundtrack might feel monotonous and less impactful, missing opportunities to resonate with critical story moments.
The voice acting in VED is a stark contrast to the musical score. While the intention of fully voiced characters is admirable, the execution frequently falls short. Many performances lack the emotional nuance required to bring characters to life. They might feel more like planned readings than authentic depictions.
This is especially problematic in a narrative-driven RPG, where character connection is critical. In contrast to titles recognized for their great voice performances, such as The Witcher 3, VED’s voice acting might hinder immersion, making it harder for players to completely interact with the storyline. The variable delivery and bad dialogue undercut the emotional implications of critical interactions, leaving players yearning for a more consistent audio experience.
Replayability and Choices in VED: A Quest for Meaningful Impact
In VED, player choices are critical aspects that influence narrative results and gameplay experiences. However, the weight of these decisions tends to feel diminished. While players can affect the story through dialogue choices and actions, the real impact on the narrative arc may be less than expected.
VED’s consequences can feel superficial, leaving players wondering about the depth of their decisions. This is in contrast to games like Mass Effect, where choices dramatically change relationships and stories. This difference may cause frustration, as meaningful involvement with the story depends on choices that appear to lack significant consequences.
The game tries to use a non-linear storytelling framework to encourage the exploration of many paths and conclusions. Actions can traverse several factions and events, reminiscent of the branching tales in titles like The Outer Worlds. However, execution is lacking. There are numerous paths to explore. However, the coherence of these paths can occasionally feel shaky, with transitions lacking clarity.
This might lead to a disconnected experience in which players find it difficult to connect the links between their choices and the evolving narrative. Finally, while VED’s branching paths entice replayability, the lack of impactful consequences may demotivate players to explore alternative stories properly.
Technical Performance in VED: Navigating the Landscape of Playability
VED has a solid technical foundation on both PC and Steam Deck, with performance designed for a pleasant gaming experience. The game maintains a consistent frame rate on PC, even during visually demanding parts. The hand-drawn art style adapts effectively, retaining its colourful aesthetics without significantly lowering performance.
Players may, however, experience minor difficulties during transitions that can disturb immersion. On the Steam Deck, VED stands out for its outstanding controller support, allowing easy navigation through its menus and combat mechanics.
Players can simply alter settings to maintain an acceptable frame rate. Still, several graphical options appear to be limited compared to the PC version. The game runs well at 720p, making it suitable for handheld play. Still, it’s worth mentioning that the resolution scaling can sometimes obscure UI elements, which is a slight annoyance for players trying to browse crucial information fast.
Regarding inclusivity, VED provides few accessibility choices, which may be a missed opportunity in today’s gaming scene. The absence of customizing choices for text size or colour contrast reduces overall accessibility, even though all dialogue is subtitled to help hearing-impaired players.
Furthermore, activating a “Story Mode” difficulty simplifies combat, making it more accessible to novice gamers or those unfamiliar with turn-based gameplay. However, the lack of broader accessibility features may turn off players who seek more personalized alternatives.
VED’s approach feels rather lacking compared to other indie titles that promote inclusivity, like Celeste, which offers a variety of adjustable settings. This may limit its appeal to a larger audience and underline the need for more complete accessibility considerations in future upgrades.
The Review
VED
VED features amazing hand-drawn artwork and creative combat techniques, promising a fascinating experience. However, its narrative is hampered by inconsistent writing and poor character relationships, leaving player choices to feel less impactful than intended. While exploring two opposing worlds has potential, the lack of real consequences and solid accessibility limits its appeal. VED is a graphically appealing RPG that struggles to tell a coherent and engaging story.
PROS
- Stunning hand-drawn art style that enhances immersion
- Unique turn-based combat mechanics with strategic positioning
- Engaging exploration of two contrasting worlds
CONS
- Disjointed narrative with shallow character development
- Player choices often feel inconsequential
- Limited accessibility features and options