I'm Not Used To Backstep Dodging In Metroidvanias, But Marko: Beyond Brave Might Make Me A Believer

As a seasoned gamer with over two decades of gaming under my belt, I must admit that the premise and unique gameplay mechanics of Marko: Beyond Brave have certainly piqued my interest. The prospect of a non-linear world opening up as one progresses through the game, offering opportunities for exploration and discovery, resonates deeply with my own gaming preferences.


Marko: Beyond Brave isn’t at all like what I anticipated. The hand-drawn graphics, mysterious lore tablets, a silent protagonist, and underground starting levels made me think it would appeal to my love for games like Hollow Knight. However, Beyond Brave appears to prioritize intense combat more than the usual in a Metroidvania, which took some getting used to during the hour demo I played. Yet, the Slavic folklore-inspired world looks intriguing, and I’m eager to try the game further just to explore it more deeply.

In the game Beyond Brave, you assume the role of Marko, a fitting embodiment of the strong-and-silent type for a metroidvania hero. When his village is assaulted by Entropy, he and other warriors make an effort to retaliate but are quickly defeated. With his comrades gone, Marko must carry on alone. He ventures into intricate subterranean tunnels beneath his town, periodically resurfacing to purchase new items or advancing through previously inaccessible areas once he acquires a fresh traversal skill.

I'm Not Used To Backstep Dodging In Metroidvanias, But Marko: Beyond Brave Might Make Me A Believer

According to Boyan Vasilev, head of Studio Mechka, our team adores games as an engaging means of storytelling. They offer a universal method for narrating tales worldwide using the common language of play. Since childhood stories hold a special place in our hearts, we’re utilizing themes from various Slavic folktales to build a distinctive universe with its own set of rules, characters, and lore. The central theme revolves around the underdog and his transformation into a hero. Initially, Marko is the least accomplished among his brothers, all of whom are already renowned heroes. Therefore, he must demonstrate his worth throughout his journey. Meanwhile, the game’s backdrop tells a tragic tale. Players will uncover the reasons behind Zagora’s rise and fall from power, similar to the rise and fall of the Roman Empire, delving into the lives of its inhabitants.

In the initial hour of gameplay, I didn’t engage in extensive backtracking or unlocking abilities. Instead, I spent most of my time battling bosses and navigating through corridors filled with mobs. Moving around was particularly challenging for Marko, as he lacked any acrobatic moves or advanced techniques to facilitate early exploration. Unlike characters such as Hollow Knight’s Knight or Super Metroid’s Samus, Marko couldn’t perform tricks like wall-jumping or bouncing off the environment from the start. This made the early platforming segments quite difficult, as I kept dying on jumps that would be simple in other games due to falling into spiked pits or failing to achieve enough distance during a jump unless I timed it precisely. These challenges were unexpectedly tough, as they seemed more suitable for later stages of a Metroidvania game once more abilities had been unlocked, or in a different genre altogether, such as a platformer. Unfortunately, I found myself repeatedly dying at the same difficult points. Encountering enemies was also challenging, as I struggled to dodge them effectively or employ my usual strategy of taking the high ground. Unlike Hollow Knight’s Knight or Metroid’s Samus, Marko couldn’t perform moves like bouncing off a boss’ head or shooting down at enemies from above.

I'm Not Used To Backstep Dodging In Metroidvanias, But Marko: Beyond Brave Might Make Me A Believer

Marko may not appear powerful at first glance, but he’s deceptively strong. His speed is sluggish, yet his attacks pack a punch. What makes him intriguing is that he initiates the game with a backward dodge. It might seem slow and ineffective for aerial maneuvers, but it’s crucial for escaping tricky situations. Despite spending an hour trying to master this move, I wasn’t able to establish a consistent rhythm with it, but when I managed to execute a successful backstep followed by a forward lunge, the feeling was incredibly rewarding.

Vasilev stated that when creating the game and its fundamental aspects, they aimed to introduce something engaging with a stronger focus on physicality and combat. Previously, they had incorporated a forward roll for dodging attacks or obstacles, but found it intriguing yet not exceptional. In contrast, the backstep dodge is primarily combat-centric. They identified an issue in comparable games where combat often feels awkward due to the need to turn around and flee when trying to move away from an enemy or danger. With the backstep, players can retreat without turning their backs, allowing them to retaliate with a strike immediately, all while maintaining their current direction. This results in smoother combat sequences as players engage in a rhythmic exchange of blows rather than running and chasing, and of course, it looks visually appealing.

During my demo experience, I managed to unveil an aerial dashing move that significantly simplified platform navigation. As the game progresses, additional upgrades like this are planned. Initially, Marko can traverse the world mainly by slashing through obstacles, but as the game unfolds, he’ll find it smoother to leap over threats with more ease.

I'm Not Used To Backstep Dodging In Metroidvanias, But Marko: Beyond Brave Might Make Me A Believer

“Vasilev emphasized that a feeling of advancement is crucial for players since it greatly impacts their sense of achievement during gameplay. In the game, as Marko advances through Zagora, he acquires several movement enhancements such as performing acrobatic jumps, bouncing off objects beneath him to stay airborne, teleporting, throwing multiple weapons, and so on. Simultaneously, the world around Marko changes, and as he delves deeper into the ruined kingdom, the degree of decay becomes more pronounced, and the path ahead demands increasingly complex acrobatics to traverse.”

Vasilev has validated my thought that Beyond Brave gradually loses its linear structure as it progresses. Initially, there are areas to discover, but the first hour of Beyond Brave seems excessively structured and straightforward. I didn’t enjoy being guided in a single direction throughout, and I eagerly anticipate encountering a world that expands, allowing me to wander off the beaten path and stumble upon hidden treasures.

Vasilev described the game as being similar to a massive labyrinth. He explained that it’s not until you’re nearly at the center that you truly understand how lost you can feel in it. As you continue to play, the game reveals itself more and more, offering better paths as your skills grow. The ‘correct’ path isn’t a straightforward route with numerous dead ends, but rather a collection of choices that branch off, loop back, and open up new possibilities – all leading ultimately to the same destination.

I'm Not Used To Backstep Dodging In Metroidvanias, But Marko: Beyond Brave Might Make Me A Believer

In this unique game, you’ll encounter boss fights that deviate from typical patterns. In the demo, I stumbled upon an unusual battle with a genie-like nymph. She emerged from a container in a field and tried to drown me with powerful jets of water. As time passed, the speed of her attacks increased, making it challenging to dodge them. There was no opportunity to attack, or at least I couldn’t figure out how. However, the boss’ health gradually decreased, turning the fight into an endurance test and a challenge for my dodging skills rather than combat skills. It was exciting and provided a refreshing change from the more traditional boss fights, such as battles against a rampaging goat and a tongue-whipping frog, which felt predictable due to their similarity to other games within the Metroidvania genre. These fights weren’t dull, but they didn’t offer anything new, whereas the nymph battle was an original experience I hadn’t encountered before in a Metroidvania game. Interestingly, the backstep mechanic, which is often crucial for overcoming bosses in these games, seemed less essential in this encounter. Perhaps later battles will utilize it more, but early on, it seems that only normal enemies rely on the backstep mechanism. On the other hand, the endurance trial against the nymph was a novel challenge I’d never faced in a Metroidvania game before.

Vasilev explained to me that the Samodiva, much like a nymph, serves as a protector of nature. These beings are known for retaliating violently against anyone who disrupts their natural environment, even if it’s just a simple trespassing. Contrary to popular belief, Samodivas in Slavic folklore are not inherently evil, and the developers aimed to portray this through the game’s combat mechanics. The game also features other unique encounters that employ unconventional gameplay and battle strategies. One such example is a boss themed around sounds and sound waves. These encounters play a significant role in the story as well, serving to illustrate the intricacy of the world, showing that not everything is clear-cut, not every adversary is an enemy, and not all problems can be resolved with brute force.

Despite only witnessing one instance, I’m particularly excited about those types of battles in Marko: Beyond Brave. If I can master the rhythm of the backstep, I might even grow fond of and respect the classic combat sequences as well. Whenever I successfully implemented it, the gameplay felt incredibly satisfying. However, I’m somewhat apprehensive about adapting to a combat system that appears to rely on unconventional defensive mechanisms other than shields, forward dodges, or parries – habits I find hard to break. Yet, I’m eager and open-minded enough to let the game try to convince me otherwise.

Marko: Beyond Brave is set to launch for PC on September 17.

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2024-08-16 21:10