One of the defining attributes of any 'Metroidvania' platformer is freedom, but Dandara is built around a rather striking limitation. Our titular heroine can neither run nor jump. Dandara is a mystically empowered figure who's been awoken from her slumber to rescue an oppressed dream-like world from wicked supernatural beings. She's well equipped to deal with the threats she'll face along the way, but it's a somewhat unorthodox toolset.
When it comes to gravity, Dandara sets her own terms, as she flits between the floor, the wall and the ceiling like they were one and the same thing. You move through the game's mazy, interconnected levels by instantly zipping between nearby flat surfaces. Generally speaking, if you can see the surface to aim at, and it's within a reasonable proximity, you can shift to that position in an instant.
This process is controlled either by aiming with the left Joy-Con stick and pressing A, or touching and dragging the right side of the Switch display. It's that latter method that offers a hint as to the thinking behind this unusual movement system - this is a Metroidvania for the smartphone generation. Developer Long Hat House has rethought the genre from the basis of an iPhone user, and the result is that rarest of games that arguably plays as well using either control method.
That may be so, but it doesn't control perfectly with either system. In particular, when the game introduces combat elements, things come a little unstuck. Situations such as taking down a dog-faced guard while a nearby automated barrier launches a projectile towards you highlight how tricky it can be to manipulate Dandara when under intense pressure.
It affects movement, too. When you're zipping through an empty section, it's possible to make speedy progress - largely thanks to a semi-automatic aiming system that locks onto the surface it thinks you want. When you're under the cosh, such as in the scenario above or in one of the game's challenging boss fights, this slight imprecision can get you killed.
We also found the combat controls to be a little fiddly. Dandara can fire a shotgun-like spread of energy bolts from her hands via the X button, but it's a curiously weedy means of defence. A combination of jittery and indistinct analogue aiming, severely limited range, and the necessity to charge for a full-power shot - not to mention the core inability to move and shoot simultaneously - means that you'll take a lot of silly damage, particularly in the game's first few hours.
This gets mitigated with time, as you improve both your own skills and those of Dandara. It's possible to boost her health, primary weapon, stock of health potions, and special ability refills by exploring levels thoroughly. That said, you may find that the controls never fully click to the extent that you'd like.
Still, we found that we could live with these control quirks, particularly given how they contribute to a pervading sense of freshness. While there's a definite Super Metroid vibe to Dandara's labyrinthine 2D levels, the environmental design and art style has a dreamy otherworldly feel to it that's pleasantly tough to pin down. The cultural wellspring that Dandara draws from is Brazilian rather than the usual US, European or Asian sources, which doubtless contributes to this feeling of newness.
Dandara's is a strange world of benign godlike beings, some huge and distorted, others small and human-like. All can imbue Dandara with fresh abilities that help you to progress through previously insurmountable obstacles, as is the way with all Metroidvanias. The narrative that ties it all together isn't massively extensive or cohesive, but this vagueness works well with game's dreamy, metaphor-rich approach.
The level design itself is a little hit and miss, however. Some sections thrill with their layouts - such as those with rotating or circular platforms - while others seem disappointingly nondescript. Whole clusters can frustrate with their elaborate one-way systems that require you to loop around on yourself when you take a wrong turn, which feels a little like missing a turn in a busy city centre.
There's also a Dark Souls-inspired save system that doesn't always feel like the best fit in a game that's evidently designed primarily to be played on the go. Die anywhere in the level and you'll be sent back to the last campsite you activated, which can be a number of screens back. You'll also lose all of the unspent 'salt' (the game's XP currency) that you were carrying, which you can reclaim if you successfully backtrack.
As you may have picked up on, it's possible to get horribly lost in Dandara. The game isn't in the habit of signposting where you should be going next. If exploring every nook and cranny and poring over map layouts isn't your thing (if you're an impatient so-and-so, basically) it's possible that this isn't the game for you. For all of its fresh touches, Dandara is pretty old-school with some of its demands. Stick at it, though, and this is a game that will reward you with the kind of tense exploration, clever loop-backs, and satisfying 'eureka' moments that most modern platformers barely touch.
Conclusion
Dandara is a 2D Metroidvania platformer that's admirably intent on doing things differently, from its Brazilian folklore-infused narrative to its unorthodox and touchscreen-friendly controls. It can be a little awkward to play as a result, and it's got its fair share of structural niggles, but Dandara provides a genuinely fascinating world to spend some time in.
Comments 46
I like the jumping mechanic they use here. This will be another addition to the wish list that I'll likely pick up on sale.
They might be able to fix the issues with a patch.
The screenshot with that huge-footed, lady, thing reminds me of the front cover of Greendog on the Megadrive.
It’s nice to see some brazilian games on eShop for once, I’ll be supporting this one.
@HauntingNostrils Glad someone remembers Greendog.
@Indielink Just watch Game Sack to fulfill all your Green Dog needs. Of which you should have none.
Brazilian folklore absolutely sells me on it, but alas, it will have to wait a bit, as I just got Celeste and World to the West.
It's definitely admirable to try out something new like this. It does sound like something I'll pass on... I like my platforming traditional.
As a Portuguese I really had to pre-order this! Playing it tonight and wishing "Boa sorte!" to Long Hat House!
With lots of tough competition out there on the eShop I'll put this one a little lower down on the list. Am more likely to get this one in a sale.
I love how the game looks but even I can tell that the type of movement used in a game like that was going to be a bit harder to get used to. It is certainly unique and considering that there are already quite a few standard controlling Metroidvania games on the E-shop I admire their attempts to do something different, and it seems they largely succeed.
For $12 this ain't bad.
I kept wondering if Dandara could actually walk & run because of the trailers never showing her doing so. Admittedly, that kind of turns me off of this game, but if it ever gets a decent discount, I may try it out.
The controls are fantastic. I was whizzing around the rooms with ease in no time at all and it felt natural from the get go.
My only gripes so far is that
a) It doesn't show you your location within a room on the metroid style map
b) it doesn't give you any indication as to which direction you ought to be heading. With each room sprawling with so many different directions to take it can be difficult to know just which direction you should be heading towards.
c) The game is tough in the early stages, check points are scarce so if you die then there's a quite a bit of repetition to get back to where you were. With each attempt however you'll learn the enemy movements and room layout so each attempt becomes quicker.
Other than that the game is so far fascinating and the soundtrack is incredible.
Didn't realize there was no running or jumping. I could have lived without the latter--the original Bionic Commando made do as a platformer without jumping, replacing it with the bionic arm--but the lack of running is a weird design choice. Still, I'm intrigued at the very least and I've spent more on worse games...
I was really anxious to see previews and reviews, and not seeing anything at all until Game Xplain had a video, and now this review hours before launch, kinda left me in the lurch. Level design, enemy design, and even the barebones title screen design left me thinking more a pass than the preorder for that extra discount.
I still have to buy and play Celeste first. I'll consider trying out this one in the future, though.
The art direction looks phenomenal. My plate is a bit too full at the moment for this to be a day 1 buy, but I'm definitely putting this on my wish list.
@youkoaoshi Green Dog was great.
Actually I don't have any issues with the controls, I die quite frequently but it's always my fault. It's strange to move only by jumping from wall to wall, though.
@HauntingNostrils That girl is inspired by the "Abaporu", which is one of the most important pieces of art from brazilian modernist era:
https://upload.wikimedia.org/wikipedia/pt/b/bd/Abaporu.jpg
@HauntingNostrils The character is based on the oil painting "Abaporu" from 1928 by the Brazilian painter Tarsila do Amaral.
Great game. Really like the controls (using stick+buttons).
This game is incredible! Highly recommended.
@Scottwood101 Completely agree with you! The game is top notch.
Good to hear it's a solid game, I pre-ordered it last night to get in on the 20% off. After reading the review I think I'll like the game but I probably would have held off considering some of the other titles coming out.
Love me a good metroidvania game... will add to wishlist.
Oh wow a pixel art platformer that DIDN'T get 9's and 10's from video games journalism.
@Fake-E-Lee That is probably because of the sheer number of pixel art games that are being dumped on the Switch. It is one of those things where it is fine in small doses, but when every other game is copying that style it loses it's appeal.
Still sounds like my thing, but I'll keep in mind that it'll require patience as far as navigation goes. I used to have a high tolerance for that, savoring the exploration. I gotta get in touch with that again, since I prefer these types of games when I want to relax.
@JayJ I'd argue that this game has a visual style all its own. But then again, we're talking about people complaining about good games utilizing a visual method that makes it easier to produce so the small dev team can focus more on making it a good, functioning game...I have no sympathy for their plight.
@CanisWolfred Who said anything about a plight? You said it yourself, this is just an art style, and like all art styles there nothing wrong about getting tired of one when it becomes too heavily used and mainstream. When that happens things naturally loose their appeal and become subjected to cheap cash-ins. Now I am not saying this is like that, but it has a lot to do with why I am no longer impressed by the style and have grown tired of seeing games designed that way. With that said I can still enjoy it when everything is done well enough, as was the case with Celeste for me.
@JayJ I don't agree, but then again, I don't think I've ever "gotten tired" of an art style, at least, not realistically. I thought I was tired of "realiastic" art styles until I played Uncharted and realized I was tired of lazily designed environments and cookie-cutter characters in throwaway campaigns that are arbitrarily shoehorned into Call Of Duty/Gears of War copycats that failed to understand what it was even those games did right.
Just because something was done a lot or done poorly doesn't mean I should ignore it out of principle, since that ignores the effort the artist put into the visuals. I won't say that there isn't a lot of sprite art games, but...I can't even fathom how that could be a complaint. I've tried to from multiple angles, but it's just...dumb. Not even shallow, even, since if you've stopped at the sprite art to complain that it has sprite art, without considering the overall aesthetic, then you haven't even hit the water - You went to the beach, stopped at the first sign of sand, and decided the water was too cold. It just goes beyond shallow to me. I mean, I can vaguely get not liking sprite art in general, and never finding that they could appreciate it. But the idea of tiring of the aesthetic just sounds...Like you're shutting down something you could like, just because it's...not reiventing the wheel.
I guess I simply don't care for the fact that some people can so easily dismiss a piece of art simply because of the artistic tools in which it was made, even moreso if their complaint is that said tools are too "common". It's like if an art snob sneered at a painting because it used watercolor or oil-based paint, and said "pfft, everyone uses those to paint! I wanna see something new!"
And just so we're clear, I'm aware such mindsets exist. I just really don't don't care for it. Opinions may be opinions, but even opinions are subject to critique...
@CanisWolfred Hey at the end of the day this just comes down to what we all enjoy. Some people have their favorite music genres and styles and tend to love everything good that is like that. It is a mentality that you can apply to all the arts. Nothing wrong with enjoying it, just like there is nothing wrong with not enjoying it for whatever reason.
Looks like I'll be fighting with controls too much, I'll pass until a patch is released that fixes the slight control issues.
@JayJ The games using pixel art here, from what I noticed, are primarily games that appeared on Steam first, over the course of many years. It only feels like we're getting deluged with pixel art games non-stop because the Switch is getting these Steam ports within a much smaller frame of time. I guess this goes for all the Indies as well. I do feel that the rate of releases will settle down within the next year or so once every Indie dev gets their existing games out.
This also shows how relatively easy it is to port games to the Switch. So down the line we should be getting more games that release on PC, other consoles, and the Switch, at the same time, instead of waiting for the port.
When I looked on the eshop it was $14.99 not $11.99.
@Scottwood101 I agree about everything you said.
The controls are quite difficult but as every other games you’ve just gotta get used to them.
The game is pretty difficult and I love the Dark Souls vibe in it.
@GustavoMaciel Excuse my ignorance, Honestly, I'm normally pretty clued up on these things, it's just what it reminded me of at a glance.
I'm not totally against download titles, but without a demo to try, I'm not that keen at throwing £12 for a download title I may not like. I've been very carefully every since paying £40 for Monster Hunter on 3DS (since physical was out of print) and disliked the game (again, that was down to my taste, not the game being bad).
It does look like an interesting take on the Metroid style gameplay. Maybe I'll get it later on.
@SLIGEACH_EIRE

Trash game! I do not recommend this sh**t to anyone. Save your money.
@SLIGEACH_EIRE What? Please tell me a single issue of this game that a simple patch could possibly fix.
The game has an autosave feature whenever you enter a new room, so this "it doesn't work the on-the-go" statement isn't really true.
@HeroOfCybertron $12 was the preorder price.
I really hate these retro looking “new” games, if I want to play games from the 80s I can go play higher quality games from that era that I already own. It's just a lazy excuse for people to not hire good artists. I know some of you defend them like you own these companies, but for me it is plain stupid for asking full price for these games.
@itisme99 Was it too hard for you? I loved it.
I might try it someday. Its a interesting concept for a Metroidvania.
I just finished this and I will have to say I agree with the score. It did a lot of new things but there were some bad design choices. I never got lost but there were times I just meandered around but I used it as an opportunity to collect more health/salt. I did not like the attacking but got okay with it and the last boss ended up being a huge disappointment.
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