Iris and the giant review
At first glance, the game is more like another indie bagel with a small budget that flooded the vastness of Steam last year. Her graphics do not shine with highly detailed models and wow animations, and the gameplay consists of sequential passing levels without any frills. But as you get acquainted with the world and the gameplay features of this gorgeous game, it begins to open from unexpected sides, noticeably distinguishing it from other similar projects.
The outline of events is revealed here in the form of small videos that we watch between levels or receive as a reward for mining stones of memories. With one of these videos, the game begins.
In the introductory video, we get acquainted with the schoolgirl Iris and her fears. The girl is clearly experiencing some kind of moral trauma, which spoils her relationship with her father. Despite this, she continues to go to school …
… where she is also harassed by classmates, who consider her strange and unsociable. This combination ends tragically — Iris loses consciousness during a swimming lesson, with which, in fact, the main part of the game begins.
In the course of the game, we have to go on a journey into the world of the subconscious Iris and help her defeat her demons. In the process, the girl’s main problem is clarified — one day, by no means, she stopped talking.
To reach the catharsis and the ending of the game, we need to go through the labyrinths of the subconscious and get to its top, where the capital Giant sits, from whose tears demons appear (and, accordingly, most of the problems of Iris).
To get deeper into her subconscious, Iris must get to the exit from each of the levels. To do this, she needs to literally cut a road through the hordes of monsters.
A bag with cards will help her in this, each of which has its own peculiarity. So, the Sword card can be played several times per turn, the ax hits all the mobs in the front row, any enemy, not just the neighboring one, can be shot from a bow, and different types of magic cards have very interesting effects such as burning all enemies in a row or simultaneously strike all monsters of the same kind.
Some mobs die the first time, some are protected by armor, and some are completely immune to certain types of damage. When Iris ends, the demons beat her, taking off her will points. When the will ends, the passage ends. The buns that we get for the next race depend on the level achieved.
For killing mobs, Iris receives stars, having accumulated which can increase his level and pump one of the skills.
To make Iris a little stronger will help passive abilities obtained for killing scattered across certain levels of boss demons.
True, you still need to be able to defeat the boss — each of them is unique and requires special tactics of passing. Sometimes a pop-up description will help to suggest the right tactics, but there are never direct instructions there.
The supply of cards is replenished in chests that are scattered across the levels between demons and stones. Choosing the right set, you need to consider your passives and talents, as well as demons at the level. In subsequent walkthroughs, the choice of which particular bosses and mobs await you further will greatly help when choosing.
For example, in a battle with Hydra, Ax, Fire and other cards that hit by area are very useful — it can be tiring to uproot each of the goals.
Cards and skills at the end of the race are discarded, Iris needs to be pumped on a global level with the help of memories (each of them gives 1 point of ability) and imaginary friends.
By the way, the theft of cards is implemented simply gorgeous — not only is the stolen card very logical (swords from the swordsmen, bows from archers, tears from the skeletons of whiners), so some mobs also know how to steal cards from our protagonist. It is advisable to kill such villains in the first place or not to let them get closer to Iris for as long as possible.
It seems that everything looks very simple, but in fact, choosing the right tactics for passing the entire game will not work right away. At the same time, the selected abilities and the resulting passives greatly diversify the tactics, so that the same levels can be completed in different ways. Everything spoils only the penultimate level, at which almost all cards, except four (of which 2 are shields and healers) become ineffective.
Iris and the Giant is not just another bagel with primitive graphics and hardcore game mechanics. This is a real work of art, which tells both the sentimental and realistic story of a girl whose problems are very close to many real people. And most importantly, such a powerful philosophical subtext not only does not go against the gameplay, but on the contrary, perfectly complements it.