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In a gaming space that's becoming increasingly crowded with

intentionally retro-styled 2D platformers, Sabotage Studio's The

Messenger is daring to do things a little differently.

Instead of taking its inspiration from Mega Man, Super

Mario Bros., DuckTales, and/or Castlevania like so many

others have, The Messenger instead presents itself as a callback

to Tecmo's original Ninja Gaiden trilogy for the NES.

That would be a unique enough approach on its own, but The

Messenger brings one other well-publicized gimmick to the table

as well: a time-warping mechanic that allows you to travel between

the 8-bit world you start out in and a SEGA Genesis-styled 16-bit

world in order to open new paths forward and progress through

the game.

But are these factors enough to make The Messenger stand out from the crowd?

The Messenger wastes no time dropping you right into the action

with a brief cutscene introducing you to the game's hero, a

nameless young ninja living in a small village housing what

remains of the human race.

It turns out an army of demons has already wiped out most of humanity, and legend

says the demon army is bound to strike again and finish the

job.

And strike again it does, with our ninja protagonist's village going

up in flames as the Demon King and his minions launch their

assault ahead of schedule.

The fledgling ninja is then trusted with an important task: to carry a scroll vital

to his clan's survival across the land and deliver it to the peak

of the highest mountain.

From there it's up to you to guide our unlikely hero to his

destination as you run, jump, wall climb, and slash your way

across the land.

As you progress you'll pick up some new equipment granting you additional methods

of traversal, such as a Wingsuit that gives you a little more air

time and lets you glide over chasms and into updrafts, as well as

a Rope Dart that functions much like a Zelda game's Hookshot

and pulls you toward whatever surface it makes contact with.

There's also the Cloudstep, a key gameplay mechanic introduced

in the game's opening moments that combines traversal with

combat in a smart, elegant way.

Essentially, whenever you strike an enemy or background object with your sword

while airborne, you gain an additional jump, and this quickly

becomes required in order to make it across large chasms and other

such environmental hazards.

As you might imagine, The Messenger wastes little time in coming

up with devious ways to test your Cloudstepping skills, combining

white-knuckle platforming over spikes and bottomless pits with

light environmental puzzle-solving as you plan your Cloudstepping

while considering the placement of the enemies and strikable

background objects around you.

Fortunately the game's controls are mostly up to the task, proving

slick and responsive whether you're playing in TV or handheld

mode.

Being a 2D platformer, playing with the Switch Pro

Controller or anything else equipped with a D-pad is naturally

going to be your best bet here, but playing with the Joy-Con L's

control stick works well enough too if such is your only option.

I do wish the buttons could be remapped to make certain

combinations of actions easier on the hands, as there are

challenging Cloudstepping sequences later in the game that

require some real finger gymnastics to get through, and this

could've been alleviated with some simple custom control options.

That minor control quibble aside, The Messenger just feels good to

play in general, and making your way through the various stages

and overcoming their myriad platforming challenges is both

rewarding and a great deal of fun.

Boss fights are another real highlight, often incorporating Cloudstepping

while testing your ability to suss out patterns and react to

them appropriately — but never feeling overly difficult or unfair.

If you think all of this sounds like it makes for a strong action

platformer, you'd be right.

And if that was the only role The Messenger was concerned with playing, this

could've been a very open-and-shut review with praise to spare.

Unfortunately, once you reach a certain point later in the game

The Messenger suddenly puts the brakes on its otherwise

brisk pacing and decides it wants to be an open-ended, exploratory

Metroid-style

platformer instead, and this is where the warts begin to show.

Following this change in focus, you'll suddenly find yourself

returning to all the levels you just completed in order to find and

explore new areas within them, the purpose of this endeavor being

to gather collectibles that are necessary in order to unlock the

path to the endgame.

And this in itself wouldn't be so bad, except that it quickly becomes apparent that as an

action platformer, these levels were not designed to be traversed

multiple times forward and backward.

And you will be traversing them many, many times, because the

amount of backtracking this part of the game requires borders on

absurd.

So not only are The Messenger's levels a lot more fun to

barrel through as an action platformer than they are to explore in a

slower-paced Metroid-style adventure to begin with, you'll be

revisiting them all several times as you make your way to various

destinations that are often just far enough from any fast travel

point that it feels like a real chore to get there.

After all, you've already seen and done everything on the way —

oftentimes more than once.

Indeed, The Messenger's poor excuse for a fast travel system does very little

to alleviate the amount of backtracking associated with the back half

of the game, with nothing meaningful to differentiate repeated

runs through levels or sections of a level.

There is an upgrade tree you're constantly collecting currency to

buy power-ups from, which does help make all the backtracking

feel slightly less meaningless as your ninja continues to power up,

and all this covering old ground does eventually lead to another

handful of brand-new areas to explore.

But that still doesn't take the sting out of all the backtracking and

level re-runs required to get there, only adding to the feeling that

The Messenger would have been better off as a pure action platformer

without the shoehorning-in of slower-paced, Metroid-style

exploratory elements.

It's also a shame that this change in overall focus comes hand-in-

hand with the introduction of The Messenger's widely publicized

time travel mechanic, which changes the game's aesthetics

between 8-bit and 16-bit on the fly.

This is a legitimately cool gimmick whose luster never quite wears off,

but whose impact is lessened considerably thanks to the myriad

frustrations introduced alongside the game's stark change

in pacing coming from the first half of the game.

Touching on those frustrations a bit further, while The Messenger

wisely eschews a lives-based system in favor of simply kicking

you back to a checkpoint whenever you die, those checkpoints are

sometimes spaced far enough apart that an accidental death can

feel more frustrating than it needs to due to all the ground you

have to cover to get back to where you were — ground you've

likely already covered before, to boot.

But no matter how many times you have to trek through an area, at

least you'll thoroughly enjoy all the sights and sounds every single

time.

Sabotage Studio really went the extra mile in terms of making

both the 8-bit and 16-bit sides of The Messenger true to their

respective eras, with the latter being especially memorable in

terms of how specifically evocative it is of the SEGA Genesis style

of 16-bit gaming.

This is especially true of the soundtrack, which transitions

seamlessly between NES-style and Genesis-style versions of the

same songs as you phase between the two time periods.

The game's composer Eric Brown, also known as

Rainbowdragoneyes, deserves special mention for expertly crafting

these two very distinct versions of the game's soundtrack,

both of which go a long way toward conveying the overall vibe

of their respective era.

And the visuals are no slouch either.

The retro-styled graphics look great whether you're playing on a TV

or on the Switch's screen in handheld mode, and the action all

takes place at a consistently smooth 60 frames per second.

There was an issue present in the review build where the frame

rate would sometimes drop below 60 fps after four hours or more

of continuous play, and while I did encounter this bug I've been

assured that it's been fixed for the retail build of the game.

It's also worth noting that The Messenger lays claim to some

genuinely inspired writing and characterization that caused me to

chuckle and even laugh out loud more than once.

The story and overall writing are somewhat reminiscent of

Shovel Knight in the way the game doesn't take itself too seriously

but still manages to tell an engaging story with emotionally resonant

moments.

There's also a veritable slew of references and Easter

eggs to uncover in the dialogue, which is a ton of fun for players

like myself who enjoy those kinds of details.

Significant though The Messenger's problems in pacing and focus

are, especially after the excellent first half of the game, they don't

bring the game down so much that it isn't worth playing.

Quite the contrary, I LIKE The Messenger and don't

regret the time I've spent with the game, which clocks in at a surprising

20-ish hours for a first playthrough and ensures that you're

getting good bang for your buck.

And if you want to find and destroy the 50 optional

Power Seals that stand between you and the game's true ending,

you can expect to add a good five to 10 hours on top of that.

The issue is simply that The Messenger is a good 20 hour game

when it could've been a great 10-hour game.

Had Sabotage Studio remained focused on keeping The Messenger

squarely within the action platformer genre, a tighter, more streamlined

experience playing entirely to the game's strengths

could have been the result.

But the introduction of Metroid-style open-ended exploration

alongside the gimmick of shifting between the 8-bit and 16-bit eras

hurts the game's pacing and puts the focus on backtracking and

other slower-paced exploratory elements rather than where it

should've remained, which is the game's strong, Ninja Gaiden-

style action platforming.

But neither can the strength of that core

gameplay be denied, cementing The Messenger as a good game

that, despite its faults, is worth playing for fans of the genre — but

nothing more.

Hey, thanks so much for watching, and if you enjoyed this review

please hit that Like button, subscribe to our channel, and follow us

on social media using the links in the video description below.

Otherwise, stay tuned to GameXplain for more on The Messenger,

the Nintendo Switch, and all things gaming.

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