
It really feels like we’re in somewhat of an extended ‘bullet hell’ renaissance, doesn’t it? As soon as developers realised that the sub-genre didn’t need to be confined to linear vertically scrolling shmups, we’ve seen fresh takes that inject new life into other genres. Archvale is a mashup of a top-down 2D adventure title in the vein of The Legend of Zelda, with twin-stick bullet-hell shooting mechanics as its main hook; quite similar, then, to the recently released Trigger Witch.
Unlike Trigger Witch, however, Archvale feels more like a traditional fantasy adventure game; there’s no crazy modern weaponry or over-the-top blood and gore. Instead, Archvale puts its focus on challenging gameplay, exploration, and progression via crafting and levelling up. It’s a lean experience, but also one that hides many secrets and fun tidbits that naturally extend its runtime without feeling needlessly or artificially bloated.

The story itself is pleasantly straightforward, with little lore or backstory to bog down the moment-to-moment gameplay. You take on the role of an adventurer who must travel a diverse land and explore dungeons in order to vanquish the world of the Undying; living remnants of a cruel king that roam the land and spit out ungodly amounts of ‘bullets’. Along the way, you’ll be hunting down the fabled Archstones, collecting gold, looting ore, and building your character to be the most fearsome, agile warrior in the land.
Of course, in order to do so, you’ll need some weapons, and there are a lot to choose from. You’ve got your standard weapons like swords, daggers, and spears, but you can also branch out into ranged weaponry with bow and arrows or boomerangs, and even a dash of sorcery with fire tomes and staffs. The great thing is that pretty much every weapon in Archvale feels viable. We all like to settle on weapons that feel comfortable and reliable, but Archvale encourages experimentation by making each and every one of its wide selection feel powerful and intuitive.

Not only this, but as you explore the land, you’ll be able to loot new materials like iron, gold, obsidian, mauvite, and more. You can then utilise these to craft new, more powerful versions of your favourite weapons at anvils in the local towns. Crafting and customisation is easy in Archvale; there’s no grinding or digging out rare materials, everything you’ll need is gathered organically as you explore new areas of the map.
You’ll need to ensure you’re consistently upgrading your character, too, because the combat is ruddy tough. It’s entirely skill based, so you’ll need to strike a fine balance between unleashing a swift offensive on your enemies and dodging incoming attacks. Often, you’ll find yourself up against multiple enemy types in one go — particularly in the later stages — so keeping an eye on each of their attack patterns is crucial to survival.
The same goes for the boss battles. Boss characters on their own have several moves that fire out a dense range of bullets in every direction, but they’ll also frequently call on standard enemies to help out, particularly when their health is dropping low. Failing to keep an eye on the lowly grunts while focusing fire on the main boss is a sure fire way to ensure a swift restart at the latest checkpoint.

The game does include three difficulty settings when you start off. We started the game on Medium, and while it does gradually ease you into proceedings, the latter portions of the game were horrifically tough, almost to the point where we nearly threw in the towel and started again on Easy. This, for some folk, may prove to be a bit of an issue. There’s currently no way of altering the difficulty during the game, so if you are finding it a bit of a struggle (or you want an even tougher experience), then you will have to start from scratch with a separate file — we decided that we’d passed a point of no return, and so simply powered through.
Aside from crafting weapons and armour, the towns offer up a welcome change of pace from the relentless combat faced in the game’s overworld. You’ll have access to a range of different services, including a bank in which you can store your gold, multiple shopkeepers who will sell you magical apparel, stat buffs, and other trinkets, and blacksmiths who will be happy to give your current weapons a bit of a boost in exchange for shiny coins. There are plenty of individuals to chat with, but we do wish there were some characters to encounter out in the wild (though from a story perspective, it makes sense that they’d stay confined to the safety of towns).

Graphically, the game looks pretty similar to a lot of modern ‘retro’ titles on the market already, and that’s not necessarily a bad thing. While not entirely original in its art style, Archvale is nevertheless an incredibly slick-looking game. It runs at a smooth 60 FPS even with the screen full of bullets, and the combat feels effortless as a result. Enemies display health bars over their heads and you can see the damage counters flash up as you attack, but none of this feels intrusive or out of place. It all just works. Environments look fabulous, too, with diverse colours and tones as you move from one biome to the next.
And if you’re up for a bit of co-op action, Archvale also includes local multiplayer for you and a friend to unleash carnage together. The frame rate remains solid during multiplayer sessions, and taking down enemies is a lot more manageable when you have an extra pair of hands to help out. Definitely one to try out if you’re after an engaging couch co-op game.
Conclusion
Archvale is a triumphant bullet-hell/RPG genre mashup. Although you could argue its similarity to one or two recent releases, it trumps the competition with incredibly slick combat, simple and satisfying progression, and varied environments and enemies. The difficulty ramps up heavily as you progress to the later levels, so the inability to change difficulty on-the-fly may prove a bit of an issue for some players. Push through, however, and you’ll find Archvale to be one of the most satisfying twin-stick games available right now.
Comments 32
it looks nice! but im still stuck to beat enter the gungeon..
@rex_rex I haven’t played Enter the Gungeon in a few years, but loved it. Couldn’t get past the third or fourth area though, so difficult!
Scans article for use of the word "rogue"
I'm interested!
@C-Threep it's so amazing! im SO close to beat it.. i was dumb, i waste too much time trying to finish without speind "my money".. but the weapond, gear and skills you can buy are soo much stronger.. so just like any other rogue lite, the more you die, more chances you have to win after! and I know myself, it seems to have the true ending "the bullet that can travel the time" you gotta do SO MUCH STUFF.. beat 4 or 5 times delivering some very hard artifacts.. you have the picture aren't u? lol!
@Meteoroid i mean, if a game sets out to do one thing and then does it exceedingly well, that warrants a 9 in my book
@Meteoroid I like to read reviews on this site to see how they perform on the switch but like you said they sometimes are lenient with the scores. To each their own I guess at the end it is always personal and people seem to forget that.
What is interesting between this and pushsquare however is that many titles that come to both platforms often receive a higher score on Nintendolife , mostly a point, even for negatively reviewed games. I also most of the times agree more with the reviews from pushsquare especially when a game runs poor on the ps4 (pro) and it gets a higher mark on this website while even running worse than the ps4 version.
@Meteoroid Right?! How dare they rate these fun games highly. Gaming is not about fun!
What you're referring to as simple I would refer to as refined. Indie games are typically super fun and worth being rated highly specifically because they don't have the often boring and obtuse systems and padding included in nearly all AAA games.
But even beyond that every game should be graded on how closely it does what it set out to achieve. Celeste may not have all the content and technical achievement of something like RDR2 but that is not what Celeste set out to do. The developer wanted to create a retro inspired platformer and they did a perfect job. It is a 10/10 just as much as any AAA masterpiece.
This just dropped on Gamepass. If you have a Pc it’s a $1 trial.
@Meteoroid I applaud Nintendolife for giving indie games proper scores. It was decades of the other way around... handheld games got penalized for not being on big screens, and even now I think that AAA games get their scores goosed, if not by outright corruption, than just the plain insecurity media has to justify their scores and own existence. You can literally subtract a point from every AAA release and the copy makes just as much sense. With indie games, there’s still a stigma around pixel art vs. CGI for example, and we just got through the debacle of Metroid Dread being “2D”, thus not worth $60 (to morons with bad taste).
@Olliemar28 Nice review. I was worried about performance, good to know it's OK.
What can you say about the soundtrack?
The music is very important to me. Thanks.
@Meteoroid I think a lot of it is just the indie game scene getting to the point now where there are so many talented devs capable of making really good games. I can't vouch for every game NL has given a 9/10 and I'd say I'm generally a bit harsher with my personal scoring in general but I've definitely played a lot of indie games in the last few years that genuinely deserve an 8 or 9.
Im dreaming one day, we get to have this type of gameplay but in AAA titles like GTA, Mass Effect, Assassins Creed, etc being develop by 3rd party indie companies with limited rights given
@Meteoroid I've lost track of how many I've played worth 8/10 or higher. Dozens at this point. Children of Morta is one that I only have down as a 7/10 though funnily enough.
@Meteoroid are you seriously asking "but what if someone sets out to make a game that is boring and succeeds is that still a 10?" That is an impressive straw man you've built to argue against. Non I'm not imply that a perfectly developed boring game deserves a high rating but I'm sure you already knew that and were just making a bad faith argument to support your bad stance.
@Meteoroid please explain where I made a bad faith argument? I very clearly laid out how your argument was a straw man so please explain how anything I said was in bad faith.
@Meteoroid Ha, alot of Nintendo first party games get a free pass. Critics are much softer on Nintendo simply because they grew up with their games. Zelda is a good example of getting a few free passes.
Wnd Waker where it feels like half a game is missing and the sailing segments repetitive and boring.
Zelda DS with it's spotty touchscreen controls.
Skyward sword and it's spotty controls (still spotty in the HD version)
Link's awakening remake that is nothing more than a overpriced graphical upgrade with notable fps drops and nothing of value added to justify it's price tag.
BOTW with it's lackluster side content, lack of enemy variety, repetitive shrines, forgettable plot, iffy voice acting, and frame rate drops.
You say every indie game gets 9, well look no further than Zelda where every review on this site has given nearly every entry 9.
@switchscreenshots brilliant comment! Yeah me too! X
@Meteoroid Yeah I totally agree with you. Whenever I see an indie game review around here I usually approach it by subtracting 2 from the final score, especially if it's a pixel graphics game. It seems like they are always overly generous when it comes to games like this. So many 8 - 10 rated indies around here that I thought were nothing special. At the same time loads of games that can fall under "AAA" seem to get underrated. The result is that at one point in time I would have been impressed by a game like this getting a 9/10, now I don't really consider it to be much of an endorsement.
@Dragonslacker1 haha it had that look
@Meteoroid My biggest internal review is playtime for price. If a game is absolutely amazing but lasts 5 hours for 30 bucks, then it's not worth it to me. I try to aim for games that give an hour of playtime per dollar. Then again, I'm poor so I have to do this, feelsbadman.
Been enjoying this on GamePass on the go for my GPD Win 3. Will definitely be getting this on Switch soon.
Wow, y’all sure do like to argue. This game is super fun.🤘🏻
people on this site put too much on the numerical score, like if its a 9 then its a 9, its not a competition where each game needs to have a winning or losing score relative to other games. i almost wish theyd make it a thumbs up, thumbs down, to me thats basically what it is. 7+ is thumbs up, 6 or less is thumbs down.
what does a numbered score tell you that a written review, joys and cons, video usually, and description of features doesn't already?
@Meteoroid i would love to hear your scientific formula for divining the "objectively true" numerical score for any game. ☺️ why would anyone lie about how much they personally liked a game? (assuming no funny stuff i mean.)
@Meteoroid i get what you are saying. i think ultimately the real power is in reading multiple reviews, especially those of contrasting verdicts, because they are all biased almost by design.
i will say, ive bought almost every indie game ive seen get a 9 here and i have been burned yet, that i can recall. ☺️ i intend to check this one out, too.
Good review and definitely a game I'll check out.
It's a bit of a nonsense that a review can be published here that completely fails to mention Sound though... Nothing to say on it at all? Or is the silence a nod to the soundtrack being awful?!
There's no such thing as "super slick twin-stck shootin'." Twin-stick controls automatically suck by definition.
This is a terribly designed game for what it wants to be, it's an RPG where progression doesnt feel, it's a high risk terribly low reward game and its an adventure game where, so far, i've only found 1 gadget that actually makes the gameplay feel better and not just there to stop me from going to other parts of the map.
Frustrating because it is fun, but there's 0 reward in this rpg game, so im just going through it and i never feel stronger, i see some stats that in the end mean nothing because the enemy in the next part of the game takes more or less the same amount of hits to kill than the last one and i barely understand if im actually getting hit for less or what.
The balance doesnt make sense, some parts are just harder because the enemies are harder even tho supposedly game ease into it, the difficuly spikes are aplenty and not fun.
There's just need to be a lot of rework to be done, if it wants to be an RPG then make me feel stronger, having numbers go up barely counts as an RPG...
it is a good bullet hell game tho, id give it a 6/10.
This sounds really up my street. Thanks for the review. Another great indie
Grabbed this on Game Pass and it is excellent. Going to grab it for the Switch to have it on the go.
been an interesting chat. I enjoy the various views people had on this. Had a good takeaway
Brilliant game!! I recently got it and it's definitely a 9!! Very fun and challenging with heartwarming music
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