![]() John and Sam can also be played independently from one another, and it’s here where Eastward innovates. For a large portion of the game, John and Sam travel one behind the other in sync you switch them from the first position to the second by pulling the trigger on your controller. Sam has a supernatural ability that allows her to shoot energy bubbles that can stun enemies, useful in both fighting and solving the game’s environmental puzzles.Įastward is a single-player game, so you’ll be playing each character simultaneously. John, for his part, has a trusty frying pan he uses to wallop enemies - and also to cook elaborate meals made from ingredients found (and bought) throughout Eastward’s world. It’s a treacherous journey, but John and Sam are equipped for survival. It’s from here that John and Sam realize they must head east via train to the end of the world, hopping from city to city in search of an answer to their problem: a mysterious miasma that’s been swallowing up towns whole. Likewise, places like Whitewhale Bay and New Dam City are both populated with quirky, welcoming residents - what’s left of them, at least - struggling to survive in their doomed cities. Yes, the world is much more dangerous up there, but it’s also warm and lively, colored in shades of green, blue, pink, and yellow. ![]() Whereas everything underground was colored in shades of brown, these new surroundings are vibrant and often dilapidated. Published by Stardew Valley publisher Chucklefish, Eastward pushes John and Sam to the surface of its world, forced out from underground into a landscape that’s been largely devastated. If you want curated lists of our favorite media, check out What to Play and What to Watch. When we award the Polygon Recommends badge, it’s because we believe the recipient is uniquely thought-provoking, entertaining, inventive, or fun - and worth fitting into your schedule. Polygon Recommends is our way of endorsing our favorite games, movies, TV shows, comics, tabletop books, and entertainment experiences. John cares for Sam, who is too young to do so herself despite her special powers, and they quickly become friends. Quiet John, who never speaks a word, takes in Sam, a naïve and strange little girl, as they quickly become inseparable. The game begins with John, the best miner in a post-apocalyptic underground town, digging up a white-haired child named Sam. Eastward’s world, spread across a variety of cities and biomes, also pays homage to the post-apocalyptic world of Studio Ghibli, the spirit of childhood adventure films like The Sandlot and The Goonies, and the ritualistic mystery of occult grimoires.īut more than anything else, Eastward is Eastward - a game where you play as a duo of connected characters. You’ll read a lot around the internet about The Legend of Zelda’s and EarthBound’s influence, and that’s all certainly there - after all, there is a character referred to as Mother, a playable in-game RPG called Earth Born, and a Zelda-esque pixel heart meter. These are essentially play-to-win, gacha style microtransactions, but if Eastward is trying to make a point about their use in games with real money it doesn’t come across clearly.Eastward is not subtle about its influences: Chinese developer Pixpil has lovingly pulled inspiration from all sorts of media and combined it into a pixel art role-playing game that’s still, somehow, unquestionably itself. It’s not entirely retro though as you can retain newly recruited characters between runs and buy ‘Pixballs’ at random before starting. There’s even an entire game-within-a-game called Earth Born, which is a highly addictive roguelike dungeon crawler that looks and plays like an 80s era Final Fantasy. There’s a lot of blowing up obviously fragile walls with bombs and messing around with switches, but as with the combat there’s little substance or originality to any of the obstacles.Įastward also has lots of mini-games to punctuate different moments, and while none of them are very complicated the rafting, baseball, and cooking events offer a welcome change of pace. Or at least a Fisher-Price version of it. While John takes the lead in combat, Sam comes to the forefront when puzzle-solving, which, as you’ve probably guessed, is also inspired by Zelda. The combat is clearly inspired by Zelda, and like everything else looks gorgeous in action, but it’s ultimately very simple. Unlike EarthBound though you don’t fight them in turn-based combat but real-time, with John employing a range of melee and ranged weapons, starting with a frying pan, and Sam utilising her psychic powers to help him, with her ability to freeze them in place being especially useful. Just like EarthBound, enemies are all extremely silly, from flying, two-legged pigs to man-eating plants and frog people.
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