Since its initial reveal at last year’s Devolver Digital conference, I’ve had my eye on Trek to Yomi. Its beautiful trailer promised a cinematic samurai tale with brutal 2D combat and gorgeous visuals. After getting to play the first two chapters, I’m completely sold on its beautiful style, even if some elements of its gameplay leave a bit to be desired.
My preview took me through the first two chapters of the game, showing Hiroki’s childhood and budding samurai skills at the training of his sensei, before the village is invaded and his sensei killed. The next chapter was a timeskip showing Hiroki as a young samurai as he leaves his village to seize a chance and take down the village’s enemies while they’re preoccupied.
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From what I played, the story doesn’t seem to be a huge focus of Trek to Yomi. The tale it’s telling is one you’re sure to have seen at some point, which isn’t necessarily a bad thing and might just be evoking the wandering samurai tropes, but I wasn’t particularly invested in its characters or the tale it was trying to tell by the time my preview ended.
One of the most immediately striking things about Trek to Yomi is its visuals. It’s presented all in black-and-white recalling Kurosawa’s earliest, most samurai films like Seven Samurai and Rashomon. When I first saw Trek to Yomi, my simple brain wanted it to include some sort of filter to make blood show up and ‘look cool’ as the kids say, but I realise from playing it that it’s much more beautiful without.
Strangely, up close Trek to Yomi has some pretty unremarkable character models, but its clever use of camera angles and a lack of colour make it beautiful. Of particular note is how it
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