At long last, Vigil: The Longest Night is now available to the public!
I am still very much in the beginning- I have barely been able to surpass the territory covered in the open beta event from earlier this year. During the open beta, I commented on problems with the collision detection and button response time. While there are some imperfections with where on the ladder or ledge will grab, those issues are largely gone with one conspicuous exception. There is a vertical platforming area between Maye village and the entrance to the first dungeon. At the same time, there is a waterfall in the area which needs to be perpetually animated. The button-response and collision detection with the climbable ledges gets worse when the game needs to animate a large volume of smaller animations. Outside of this area, though, I did not struggle with the platforming.
Something I do not remember from the open beta is automatic zooming in and out depending on location. Other side-scrollers that have implemented it, like Salt and Sanctuary, usually streamline the process so as to not draw any attention to it. Which is perfectly understandable if the perspective-shift is just meant to make navigation easier and has no relationship with the overall style of the game. In Vigil, though, situational zooming is used in a way that makes the world feel bigger and makes the different art styles used for different effects feel much more like a unified whole. The situational zooming really pops when trees are rustling or something close to the foreground moves.
The opening cutscene feels somehow more detailed or longer than it was in the beta. Whether it is or not, though, the specific art style of the cutscene (above and below) also helps all of the different stylistic influences feel like a bigger whole. Consequently, Leila’s sword-swings and other quick movements look way more authentic and natural this time than they did in the beta.
The greater visual continuity really, really came together. And it’s beautiful. Perhaps more importantly, though, it gives Vigil more of distinct identity. Which matters a lot since 2D side-scrolling “Soulsborne/Metroidvania” has now caught on as a recognizable sub-genre, adding to the imperative for newer additions to distinguish themselves.
While I’m talking about “Soulsborne/Metroidvania” as a sub-genre, there is also an optional Salt and Sanctuary and Vigil crossover event. I don’t know how to communicate how exciting that is to me. In my opinion, Salt and Sanctuary was not just one of the first “2D Souls” side-scrollers, but it captured something basic about the format itself. If it was not for S&S, we probably would have saw more typical action-RPG mechanics in Hollow Knight and Blasphemous, like exp, leveling, etc. Aside from all that, though, S&S is simply one of my favorite games and I could not be more stoked to see what Vigil + S&S is like.
One thing that has become fairly common to both “Soulsborne” and games that blend the formula with side-scrolling is ambiguity. This is probably because Hidetaka Miyazaki, the main creative force behind Dark Souls and Bloodborne, often uses circumstantial and visual storytelling. Vigil inverts this trope by giving us Leila, a named protagonist, with a family and a hometown (apparently- at least in the very beginning). What’s more is that she is no-nonsense, perceptive and goal-driven. If there is any use of an unreliable narrator at all in this story, it does not look like it would be Leila.
The difficulty was also adjusted since the open beta. The boss of the first dungeon actually required some persistence, experimentation and grinding. Like a lot of “Soulsborne/Metroidvania” games, leveling in Vigil is based on an allocation point system. The threshold for leveling up, in the very beginning, is pretty low, so those first few easily-obtained levels are a satisfying and engaging way of introducing the player to the skill-tree. This is fortunate, since I suspect that throughout the game you will need to be proficient in different combat styles. The accessible introduction to the character-building makes experimentation with different builds more accessible as well.