The Plucky Squire is an upcoming game that aims to mix 2D and 3D gameplay in a very literal manner. It does this in an incredibly unique way and manages to keep the gameplay consistent across these disparate styles. While there have previously been playable builds of the game focusing on the first few chapters, the latest one, which we got to check out, also includes the fourth chapter, which is where the game really begins in earnest. This ended up making me even more curious to see where the game goes from here.
The game starts simply enough. You’re Jot, the titular squire that’s up against a typical evil wizard. However, said evil wizard has realized that the world in which he and the others live is a storybook, so he casts Jot into the real world and sends his minions out as well. Unluckily for him, this simply gives Jot the ability to exit into the real world as well, which is where the ability to shift between 2D and 3D comes into play. The presentation is excellent whichever dimension the game is showing off and the dialogue is continually charming.
At first, all of the gameplay takes place in a literal story book. As Jot, you can move akin to a top-down game (think classic Zelda) or in side-scrolling fashion. Jot can use his sword, jump, use additional moves, and dodge. Even within the storybook setting there’s a lot of variety. Between platforming, fighting enemies, and solving puzzles, there’s simply always something different happening. But when swirly green portals show up, Jot can jump out of the book and explore the surrounding desk. These sections have stealth and platforming, as well as the ability to jump into more portals to move through more 2D spaces.
The Plucky Squire‘s first three chapters all really comprise its tutorial. Chapter four is the first one that actually lets you loose on an adventure that makes use of the game’s premise. Jot and his companions have to go through a swamp that isn’t normally part of the story, leading to a larger chunk of gameplay than previously. At this point, the player can jump out of the book each time they see a portal, which they must use to go get a bow from a really funny turn-based battle on a trading card, as well as for reaching other portals in the book. In addition, you can flip the books pages from the outside here.
It all comes together in an extremely ambitious way. There are frequently puzzles where you have to remove a word from a sentence and then replace it with another. But the fourth chapter adds a wrinkle where the word you need might not be on the page you’re currently occupying, requiring you to exit and grab it from a previous one. The aforementioned bow also adds a couple of instances of a new minigame where Jot has to shoot flies, which ends in a fun boss battle. Put simply, the game has a lot of surprises in store.
I was very much looking forward to playing The Plucky Squire beforehand, but playing this build has absolutely made me want to see what’s next. There’s something really special about switching between the two visual styles that I’ve never seen captured in a game in this manner, so there’s not really anything else that’s quite like it. Plus, the premise is just so compelling that I know I’ll be checking the full game out as soon as I’m able.
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