Tunic says very little about itself. Even when it does, you can barely comprehend its words; after all, its script is made up of characters that resemble phonetic writing or even ciphers that, at least on your first few hours, would likely be indecipherable. Instead, it broadly gestures at its intentions and motivations through the layout and colourful flora of its environments, its seemingly gentle ambience, and the mysterious, glowing pages scattered across its map.
Tunic introduces you to its scenic world through a wee fox cub who also barely says a word. The cub is washed up on an empty shore with nary any equipment, other than the tunic on its back. As the cub, you’ll totter, somewhat hesitantly, towards a winding flight of stairs and into an inviting cave, where a treasure chest lies. Within it is your first tool: an unassuming but sturdy stick. You take it out and swing it about haphazardly. Then you whack your first slime with it. Poof! The slime’s dead. Then you continue hitting some more of those dastardly slimes. More, and more, and more, until you’ve hit a roadblock in your rampage—and then you’ll probably turn around and make a detour elsewhere.
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Tunic is, essentially, just like this; you’ll fumble, experiment, and unravel its mysteries by trial and error. Take a step towards the drawbridge and see what new creatures await your arrival. Step under the canopy of a dense forest and discover a hidden path towards an untraversed part of the map. Throw a colourful bomb towards a hoard of encroaching enemies and watch the turmoil unfold. The game largely dispenses with the quasi-customary, compulsive need of most titles to explain themselves to the player, instead trusting you to
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