EGW-NewsCrimson Capes: A Return to Classic Fantasy Through Soulslike Design
Crimson Capes: A Return to Classic Fantasy Through Soulslike Design
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Crimson Capes: A Return to Classic Fantasy Through Soulslike Design

Poor Locke introduces a distinctive 2D Soulslike, Crimson Capes, now available for Windows PC. This title carves its own niche within the genre by prioritizing an enthralling old-school fantasy atmosphere. The adventure begins with a young character, Milon the Tempest, embarking on a quest to find a specific plant for a doctor. During this initial journey, Milon encounters a somber figure whose face is partially obscured by a crimson cape.

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This meeting quickly reveals a deeper mystery: the doctor, who sent Milon on the plant-gathering errand, is, in fact, a necromancer. Her supposed healing medicine is instead a component for a confrontation, marking the true commencement of Milon's perilous mission. This introduction sets a tone reminiscent of pulp magazines from the early 20th century, where classic fantasy narratives often unfolded. The game’s commitment to this aesthetic becomes immediately apparent as players navigate the world, encountering its inhabitants and challenges. The narrative immediately immerses the player into a world full of intrigue, where initial tasks quickly escalate into significant, realm-shaping events. I see the developers aimed for a specific type of storytelling, focusing on direct engagement with the lore.

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Milon, as the Tempest, has taken an oath to safeguard the kingdom of Avrom from witches, a duty shared with other members of the Crimson Capes. His arsenal is modest, consisting primarily of a two-handed sword and a magical cape. Beyond these tools, Milon relies on his intrinsic courage and unwavering sense of duty to face the threats to his homeland. The game does not merely present a 2D adaptation of the Dark Souls formula; it builds upon it with thoughtful additions.

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While it clearly draws inspiration from FromSoftware’s signature design principles, Crimson Capes differentiates itself through specific gameplay choices. Every strike exchanged in combat holds considerable weight, demanding precision from the player. Even common bandits pose a significant threat, capable of felling Milon with just a few well-placed blows. Players must master either parrying incoming attacks or executing timely dodges to evade danger. Healing resources are finite, yet beds of blue flowers offer a means to replenish them. Activating these resting points causes enemies to respawn across the game world, maintaining a consistent level of challenge. A notable deviation from many Soulslike games is the absence of currency loss upon death, alleviating one common frustration while retaining the core difficulty.

Poor Locke implemented considered modifications that distinguish Crimson Capes from its contemporaries. Milon does not possess a traditional leveling system; therefore, players cannot make him overly powerful by boosting health or damage through experience points. All enhancements for Milon derive from the items he equips throughout his journey. The development studio consciously leaned towards a realistic combat simulation rather than a power fantasy.

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Players begin with a standard two-handed sword, and the game does not offer additional weapons as drops from defeated enemies. This weapon’s physical presence, often simplified in other medieval fantasy titles, asserts itself in Crimson Capes, where wielding it feels genuinely demanding. Each swing of the sword is depicted with deliberate, heavy animations, reflecting its substantial weight and impact. The combat system incorporates real-world sword-fighting techniques, from thrusts to feints.

Engagements become a deliberate dance, where both Milon and his adversaries observe each other, waiting for an opportune moment to strike. Movements appear slow, yet every decision carries significant consequences; a single misstep can lead to dire outcomes for Milon.

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The grounded nature of the combat system paradoxically amplifies the fantastical elements within the world of Crimson Capes. Poor Locke drew inspiration from vintage pulp fantasy narratives, crafting an environment where bandits present as much cruelty and danger as supernatural demons. These seemingly ordinary foes require only a knife or a bow to make players reconsider their approach to combat.

Witches, designated as the sworn adversaries of the Crimson Capes, are often depicted as regular women residing in modest shacks deep within dark forests. Their unassuming appearance paradoxically enhances their menace. These witches do not require grand displays of power, such as summoning legions of spirits or unleashing volleys of magical laser missiles, to pose a threat. Instead, they command flocks of ravens and direct deadly immortal skeletons to pursue their targets, demonstrating a more subtle but equally terrifying form of magic.

The world of Crimson Capes often feels remarkably normal, allowing its fantastical components to truly stand out. Similar to old sword-and-sorcery stories, magic within the game inspires both fascination and a profound sense of fear. The appeal of magic and other fantastical elements in these narratives often stems from their infrequent or incomplete explanation.

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Robert E. Howard, the creator of Conan the Barbarian, frequently employed this narrative device. In one of his tales, Conan discovers a mysterious tower within a city. He infiltrates the structure, anticipating untold treasures, only to confront a humanoid creature with an elephantine head. The story concludes without fully explaining the creature’s nature or its powers, mirroring the enigmatic necromancer Milon battles in the initial segment of Crimson Capes. This deliberate ambiguity enhances the mystique of the game’s world.

This interplay between the mundane and the magical is further accentuated by the game’s minimalistic hand-drawn art style. The designs of classic castles and the network of vines connecting various levels evoke the imagery of old illustrated books. In these publications, simple sketches possessed the power to ignite the reader’s imagination, creating vivid mental pictures.

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Crimson Capes—here’s its Steam page —stands as a Soulslike with a clear and well-defined identity. Its sword-and-sorcery world and its deliberate, straightforward gameplay might not appeal to every player. However, for those who appreciate this particular aesthetic and approach, it offers a delightful old-school adventure. Crimson Capes may not revolutionize the Soulslike genre or elevate it to unprecedented heights, but it successfully demonstrates the genre’s flexibility. I do find the game effectively proves the enduring value of proper tone setting and playing to foundational strengths within game design.

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