I predict that this game may be the death of many a dualshock. In a game that is already challenging, this can lead to some real frustration as you miss attacks and take damage unnecessarily. The scale of the boss fights, and the additional weather and attack animations that go with them, mean your character’s representation on-screen is tiny and can sometimes be obscured in the grandeur of it all. The bosses are huge and will absolutely dwarf your character, it’s intimidating sure, but this leads me on to one of the few criticisms I would level at Jotun. The design of the boss fights is nice too most have multiple phases, other wrinkles like spawning mobs, and even some environmental tricks that can give you an advantage. You will need to make full use of your god powers, as well as knowing your standard moves, to take them down. The bosses though, are no pushovers I don’t claim to be any good at Jotun (I’m not), but some of the latter bosses had me stuck for multiple (in one case more than ten) attempts. The game prefers to use simple puzzles and some tricky map design to make players think their way around a stage when hunting for runes. Combat is used sparingly outside of these boss fights, mostly reduced to fighting grunts that are little trouble to swat aside. It’s in these fights that both the combat and the animations in the game really shine. The tutorial area gives way to your first fight against one of the titular bosses. This, the subtle lilting music and the animation all blend together well to make Jotun feel like a playable fairy tale, albeit a rather grim one – Thora’s story, revealed in bits after boss fights, is a real tragedy. The dialogue is all subtitled Scandinavian, keeping true to the Nordic tone. The game follows the Norse mythology, which we often see only vague allusions to in gaming. Fortunately, the good people at Thunder Lotus Games chose to simplify it for us Collect runes in each area, then beat the centuries of dust off of the ‘Jotun’ that guard them. The task you are given at the start of the game may seem cryptic impress the gods could mean all manner of things, after all. ‘A shrine to the Goddess Frigg… why are you laughing?’ Some of the shrines needed to unlock these powers and their upgrades are hidden too, which extends the enjoyment you can extract from combing the levels. There are several more of these powers to find scattered throughout the levels of Jotun – split between attacking or more defensive abilities and, though their use is limited, they help to add more variety to combat that would otherwise have been a bit too simple. It teaches you your basic and heavy attack, dodge move, and gives you your first ‘god power’ – a special ability that, in this case, allows you to heal. The starting area serves as a tutorial of sorts. Little details like this make Jotun feel special, and there are many more impressive examples of this as you work your way through the game. When you reach the forest below, you start to see glimpses of how this cartoon imagery comes to life tree roots will sprawl out to block your path, poison mushrooms burst in the marsh and even the well which replenishes your health has a somewhat pleasing animation of the water draining. You soon find that the unfolding panorama you see above is actually the map of the game’s first area and even at this early stage it’s giving you hints at things that may help you later on. The gods, it seems, agree with this sentiment and the dead viking is challenged with ‘impressing’ said gods to avoid a trip to viking-hell. Thora, your lady-viking protagonist, just drowned you see a rather pathetic death for a sea-faring, village-ransacking, marauder type. This is the scene that welcomes players to the world of Jotun, after a brief introduction of your character and her death (!gasp).
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