Thy Creature Review
Platform: PC
Developer: MazM
Publisher: Growing Seeds Corporation
Release Date: Early Access as of February 19, 2022
I want to talk about the difference between “obtuse” and “cryptic.”
It’s a difference few people consider in their storytelling. Most people think one is basically the pretentious version of the other, but that’s where they’re wrong, and not just because “pretentious” is the silliest possible insult for someone attempting something ambitious. No, “cryptic” is a mystery that definitely has something to it. Questions get answered, things are weird, but you know where you stand, more or less. It can be frustrating, but it can also be thrilling and odd and compelling. Carnivale is cryptic. Dark Souls is cryptic. Hell, Myst is cryptic. Every puzzle has a solution, questions have answers, and you only learn enough for a sense of accomplishment and to drive you forward into further knowledge. Cryptic is interesting. Cryptic goes somewhere.
Thy Creature is obtuse.
Obtuse can be a good thing sometimes, when you want to invoke the surreal or have things be weird or add difficulty. Sometimes “opaque” can be even better, just look at most adventure games from the 1990s— a dreamlike feeling, you have no idea what’s going on, but clearly you’re along for the ride. But other times, obtuse is just exhausting, like with Thy Creature. Questions are answered, but it never feels like those answers are satisfying. Progress is made, but it still feels like you’re standing still. It’s clear the game wants you to think something is going on, but it never feels like you make any progression in figuring out what that is. Which is a shame, because there’s the potential to be a really good adventure game here, if it didn’t fall into all the worst pitfalls.
Thy Creature stars The Creature, a patchwork abomination of body parts who is run out of a village and severely wounded by humans. The creature takes refuge in an unusual and ancient tower, one that haunts his memories. Once inside, he finds himself attacked by monsters and accosted by the tower’s trapped inhabitants, who have their own difficulties with memories, all of them looking for the tower’s owner, Victor Frankenstein. To climb the tower and unlock his own memories and experiences, the Creature will have to fight the mysterious monsters known as Nepes, rescue the memories of the tower’s other inhabitants, and eventually reach the top, all while confronting a variety of mysteries and puzzles along his path.
From the start, Thy Creature has a lot going for it. A gothic atmosphere, lovely music, a plot full of mysteries, and a rather unique art style and control scheme. It feels like a scaled-up RPG Maker game, one of those ones with a lot of places to explore, people to meet, and a story to gradually uncover as you do. The journal promises secrets to uncover about your new friends in the tower and a variety of interesting collectibles to track down, and it has all the makings of an interesting game with a lot of heart behind it.
The game even starts incredibly well, with a fully animated music video welcoming you to the world and showing the Creature’s journey to the mysterious tower, having burned his former home and trudged across the desolate landscape until he finally reaches his destination, the song full of emotion, the strings lush. The tower’s music is creepily atmospheric, and the opening hallways full of defaced and demonic paintings leading into “the fiesta,” a creepy birthday party with a noticeable shift in color scheme, is really effective. Noah’s suitably mysterious, and his guarded behavior combined with you finding his memories makes for an awesome introduction to what should be a compelling mystery adventure game.
Which it would be, if it weren’t so frustrating. Quickly, the core gameplay loop is established: Get insulted by Noah, seemingly your only companion in the place, do some switch puzzles to open up some areas, fight some monsters, grab more memories, then open the exit to the sub-area at which point you get insulted by Noah again, he tells you how to get to the next sub-area, rinse, repeat. This wouldn’t be so bad— each area has its own unique form of “nepe,” the monsters that siphon and hoard memories, putting them in little crystals— but when you realize that for the third time you’ll have to backtrack in and out of rooms, only for your reward to be minimal progress, it gets exhausting.
It also doesn’t help that while each area has its own unique look, the rooms within that area tend to get repetitive and patience with the puzzles tends to run a little thin. Especially when the puzzles get more complicated, meaning you have to move backwards and forwards, opening up pathways, grumbling as I have to essentially perform the same task over and over again, but more difficult this time. It feels padded, like they needed to make up the length of the game by artificially extending things, putting more obstacles and barriers between you and the story.
Which brings us to the battles. Battles in Thy Creature take the form of bullet hell maze sequences. You run around the maze path, dodging bullet patterns until a group of dark crystals appears, then pick up the crystals to damage the creatures. It’s novel, and there’s a sense of urgency at times, with bullets flying from every direction but limited movement keeping things tense. Combined with some interesting creature designs, this makes a lot of the earlier battles in a chapter seem really interesting.
But this, too, falls short. Bullet hell derives its name from the way it fills the screen with projectiles, forcing players to find their way through a seemingly impenetrable wall of light and color. It lives and dies on figuring out how to thread the needle with your hitboxes, to move through the onslaught and come out the other side. Thy Creature by comparison has an awkward hitbox, the limited movement also means you can get easily boxed in and slammed by that awkward hitbox placement, and while there’s some clever darting from cover to cover represented by environmental puzzles in the later battles, it gets frustrating when something representing a stuffed doll but evil shrieks and charges you at warp speed, rapid-firing clusters of bullets over and over again. The repetitive enemy design also doesn’t help, with there being maybe one enemy type for a whole area until the boss.
What’s most frustrating, though, is that it doesn’t always do this. When the boss battles come out, when the story actually progresses, when characters have tender moments together or the Creature tries to learn more about being human— when it’s the parts of the game you can tell the developers worked really hard on, it shines. The clouds part and suddenly you’re playing a game you’re invested in again. There’s a really cool boss battle against a monstrous mutated stuffed bunny that feels tense and epic, but then you remember it’s in Thy Creature or get hit weird because you forgot which switch dissolved which piece of cover, or because your hitbox didn’t cover things this time, and suddenly you’re brought shrieking down to Earth.
The game is still in Early Access, so it’s entirely possible that it’s just lacking in a little polish. Maybe if the pacing were a little faster, if the hitboxes on The Creature were a little clearer, if the regular enemy music wasn’t the same grinding drone, if there wasn’t as much wandering around trying to figure out the solution to a switch puzzle, this could be a stone cold classic. It’s frustrating, because I can see the game they wanted to make. I want to play that game. Hell, I still want to figure out more of what’s going on in this game and see if the story takes a turn. It felt like it was going to.
But it’s not cryptic. it’s not intriguing. It’s a game with a ton of frustratingly good elements that then repeats them over and over until you get tired of them.
And that’s just exhausting
The good:
- Interesting atmosphere
- Unique art style blending anime-esque visuals with gothic horror
- Unusual plot centered around unlocking memories and secrets in a mansion
- Gorgeous soundtrack
- Some interesting depth in discovering journal entries, collectibles, and memories
The bad:
- Frustrating, repetitive puzzles and combat
- Depth gives way to shallowness as the game moves along
- Glacial pacing makes all the rough patches that more obvious