ReCore Review (PC)
ReCore is a retro game that escapes the trappings of homage and faux nostalgia. It takes the mechanics of a 2D platformer and translates them to a 3D space better than any other, including those made in the 32/64-bit mascot platformer golden age. The double jumps and dashes are so precise and predictable that pixel perfect jumps are natural in a way previously thought impossible in the long abandoned genre. The combat is just as second nature, and when those systems combine it feels as close to a modern Mega Man game as you could imagine. As someone who enjoys the classic Mega Man games, this long awaited update is a must play for the mechanics alone.
Set in a large open world covered mostly by sand dunes and mysterious robotic ruins, ReCore asks the player to explore the environment to recover collectibles called Prismatic Cores, which are needed to unlock further areas and progress the story. While some of the cores can be found out in the wild either in pods that immediately give them up once you reach them or as rewards for defeating tough enemies, many of them are found in underground dungeons. These linear levels can be straight, puzzle-heavy areas like a Zelda dungeon, a combat arena, or a difficult platforming endurance run that encourages perfection through time limits and hidden keys and switches. The better you do in these repeatable instances, the more cores (or loot) you gain and the further you progress in the game. While I'm not a fan of typical “open map, run to collectibles” structured games, the balance of the exploration of the open world and the tight and tense dungeons to amass the titular cores allows for enough variety and showcasing of the game's strengths that it never felt tedious.
To help you both traverse the environment and fight enemy robots, the main character Joule is accompanied by a few mechanical buddies. Starting with a dog-bot named Mack, you get used to calling the friendly AI to dig for secrets under the sand and perform lethal attacks to hostiles. Your main weapon is used as an auto lock-on tool that does moderate damage to enemies as long as you match your ammo to the conveniently color coded foes, but your bots make a world of difference as they provide support fire or allow for air juggling. You're eventually equipped with two additional bots; a spider that allows access to rail grinding and an ape that can smash barriers and enemies. The managing of the AI does take some time to come to terms with, especially when you start digging into the crazy upgrade and customization possibilities the crafting/loot system allows.
When you get an enemy close to death, you have two options. You could just continue blasting him until he explodes in a shower of crafting material and money, or you can go for a finishing move with a grappling hook that initiates a fishing-like, tug-of-war mini game. If you win by pulling when you can pull and giving the line some slack when it turns red you gain that enemy's core. You can use those cores to upgrade your AI's stats; attack power, defense, or maximum energy needed to execute special moves. The maximum value of those stat numbers, however, are limited to what gear the bots have equipped, and what gear they have access to depends on blueprints found in chests scattered around the game and their level which increases by a traditional XP system. In order to construct the blueprints you need specific crafting material dropped by defeated robots and/or money... yeah, it's rather overly complicated and I was lost for most of the game.
Once you unravel the web of currencies and upgrades, though, it's a neat system. You can track specific blueprint requirements on the map, highlighting where enemies that drop what you need spawn. Once you start constructing parts you can get creative and mix and match different limbs and body types, resulting in some Frankenstein, multicolored monstrosities with crow heads or propeller beanies. To further confuse things, you can remove the cores of the bots at any time and swap them with another; so Mack, who started out as dog-bot, can be inserted into the gorilla-bot's body where he'll keep his core stats. This becomes essential toward the end when you'll have to juggle four frames with the three available cores. If you build a full set with four named parts you'll get bonuses like more damage dealt or greater chances for rare dropped loot. I'm not a fan of that conformist system. I don't want matching, sleek robots, I want junkyard shit piles...
At first glance the game looks good, though certainly not jaw dropping. The open dunes and cliffs and scattered junk are reminiscent of Mad Max, and Joule definitely takes some cues from The Force Awakens' protagonist, Rey. On a high, cursory level the amount of freedom you have to climb and jump and explore is very impressive. What would be invisible walls and kill boxes in most open worlds have floating loot boxes on them, encouraging you to trick jump and fall and dash and Elder Scrolls hop up rocks and structures. You're more often than not rewarded with cores or hidden chests for your efforts, and once you have a full accompaniment of bots and their abilities, backtracking and getting to that impossible chest is very satisfying. Once you start getting granular, however, some jank starts to show; there are those invisible walls and you can get “outside” the map where you're punished with large doses of radiation. They thought of almost everything. Almost... How the world connects to itself is incredible overall, though, with seemingly impassible gaps made by a last single pixel ledge grab being common and exciting.
The story starts out strong, with Joule waking from a cryo sleep to find she's one of the last humans alive on a half-constructed planet named Eden. Most of the AI meant to build her colony is hostile and being led by some Darth Grevious style bad guy. You collect audio logs to try to fill in the blanks and start searching for your father and answers, but uh oh... robots. As the game draws to a close the narrative drifts further into the background and the ending seems rushed and abrupt. There is also a strange structure decision where you defeat the established antagonist, then are dumped at the foot of a tower which requires more of those Prismatic Cores to ascend. They aren't difficult to find and I was happy to continue playing the game for several hours after what seemed like the climax, since the core (pun?) gameplay is so damn good, but it's puzzling why they just didn't roll the credits after that boss fight and presented the additional exploration and tower ascension as bonus content for completionists. While that wouldn't fundamentally change the game, the current roll out results in a ending that feels off and rushed. But the final challenges in the tower push the mechanics to the breaking point and walking away after each floor of the tower is conquered to resume more laid back, relaxing core hunting works fine.
ReCore is the rare B-tier game that's been thought dead for years; it has some really good ideas and a nice aesthetic that at times was so colorful it gave me a headache. It doesn't have the budget and polish behind it like a AAA title that would wow you with the latest, shiniest graphics and effects. It's not a dime-a-dozen indie game with a skeleton of an idea, but lacking the chops to make a fun, meaty game. ReCore lies between those extremes, absolutely perfecting it's mechanics and level design, then adding a stumbling story and a bunch of extras on top that has some rough edges sticking out. If you value gameplay above all this is a must play. If you're looking for a modern, narrative driven, hand holding experience you might have some shit to deal with and look over. For a budget game at a budget price, though, I honestly couldn't ask for more.