Vigil: The Longest Night- open beta!

As soon as Salt and Sanctuary came out I was smitten. That game captured the 50% of my brain that Bloodborne did not take over. It’s still my favorite game available for the PS Vita, and to date it looks like no follow up is planned (nor has there been any new updates from Ska Studios, the developers).

Recently though, while I was putzing around on a Salt and Sanctuary Facebook group, someone uploaded pics of a new game currently in development called Vigil: The Longest Night. The art style immediately grabbed me, and I love side-scrolling Soulsborne \ Metroidvania hybrids even if…they kinda stumbled over each other as soon as it became clear that there was a market for them.

Like, by the time Blasphemous came out, I had already been seriously hooked by both Salt and Sanctuary and Hollow Knight. Blasphemous was a perfectly good game with great level design, platforming and combat, but I just couldn’t get into it since I’d been neck deep in similar things recently.

What caught my attention about Vigil: The Longest Night though was the enthusiasm it seemed to garner among my fellow S&S fans. My appetite was also freshly whetted by a recent Symphony Of The Night play through so I couldn’t have been more stoked when I got wind of a recent open beta event. Best believe I snatched that shit up ^^

This being a demo of the beta version, I wasn’t surprised to run into a few hiccups, some of which may very well have been the fault of my machine. There was some truly aggravating collision detection with climbable/grabable surfaces. The second biggest annoyance was the lagging, which would get worse whenever I loaded a file immediately after a death and the game would get stuck whenever I got killed by the first boss.

Speaking of, the lagging made that fight unplayable for awhile. Luckily, this demo is generous with exp, enabling you to either brute force it or experiment with unlockable combat upgrades. Which isn’t such a different beginning- it reminded me of the Festering Banquet and the Sodden Knight from Salt and Sanctuary, really.

Personally, my breakthrough with boss one came when I lost patience, tried playing it like Bloodborne and got totally confrontational. As in, keep rolling past them and spam from behind. Which makes me wonder if, when Vigil is finally released, it will be the kind of game that rewards aggressiveness the way Bloodborne did, where attempting to play it safe is the quickest way to die.

After that fight, we get our first taste of familiar Meteoidvania level design. We find a locked door that separates two halves of an area we see separately at first. It was also around this point that I found that the lagging almost completely disappeared when I turned off every graphical bell and whistle in the ‘video’ menu. Which was fortunate for my nerves since that’s when the platforming ramps up…and I don’t think my sanity could survive platforming at that pace.

The art style clearly excels at creating an understated sense of relative depth across different textures and layers of the background and foreground. Up to and including facial features and skin.

As the old woman with the lantern shows us, this game also succeeds at fanciful yet uncanny fluctuations of proportion. One minute I’m reminded of The Nightmare Before Christmas, the next I’m thinking that Leila, as she descends a ladder with a full moon behind her, looks like she leapt out of something like Batman: The Animated Series or a Genndy Tartakovsky creation like Samurai Jack.

Yes I have a flaming magic pike shoved in the back of my neck, what of it?

Not that it doesn’t have its weaknesses here and there. Leila’s face and her faster leg and arm movements and sword-swings often look like PSP graphics. It just messes with my sense of immersion, is all. A single, cohesive art style would be for the best. Imagery with a frank resemblance to CGI should be kept to an absolute minimum except when something is supposed to starkly contrast with everything else.

After turning off all of the graphical options like dynamic trees and saturation and whatnot, the occasional use of CGI-looking imagery meshed a little better but was far from seamless. Leila’s facial profile and cloak still looked a little bit like they came from a PSP, but the tentative steps into 3D made the second boss fight both eerie and gorgeous. The shrieking monstrosity’s girth and arms seem like they’re about to pop through the screen occasionally.

In fact, with all of the graphical enhancements turned off in the pause menu, Vigil: The Longest Night has a very memorable beauty. Faces often have an offbeat look reminiscent of fairly tales. The 2.5D graphics shine the best, though, inside of houses and caverns.

In fact, everything really starts to go uphill very fast near the end of the demo. When you make contact with Maye Village you find that, unlike many other Soulsborne protagonists, Leila is actually well-known in her town and seems to have specific relationships that we get to modestly explore in dialogue. We encounter stories about a young couple and their recent elopement. A suspicious and pedantic professor keeps mentioning the relevance of mythology and then we pass through a small clique of eerie and serious looking women, raving about a “DEITY”. Shortly after that, we’re in an underground cave with this shit going on:

The music that was available on the demo also stood out well. In the menu screen and the opening level area I particularly liked the use of music boxes and oboes. The cemetery music was another highlight. Nice change of pace with the strumming guitar and the keyboard. Both the music and the sound design partake in the general upward swing near the demo’s end.

Other than some glitches that I’m sure will be patched well before the game officially launches, my only real complaint are some awkward English translations that make some of the dialogue in the town of Maye feel a little wooden. And that’s probably gonna see some attention before launch as well. I like how Leila is not a player-insert like protagonists of Dark Souls, S&S and Bloodborne (even the Knight in Hollow Knight is something of a silent enigma that the player can project themselves onto…in spite of having very character-specific lore that stops them from being an “everybug”).

I mean I do appreciate ambiguity in story-telling, especially if it allows other strengths of the given medium to shine through. But we’re all very familiar with Hidetaka Miyazaki’s brand of uncertainty and Leila is just a breath of fresh air. Really, I can’t freaking wait for this game to actually be playable in its entirety.

On to the play-through!

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