![Embers of Mirrim Review - Screenshot 1 of 4](https://images.nintendolife.com/screenshots/86823/900x.jpg)
Is the video game medium considered art? That’s a question that will get some incredibly different responses depending on who you ask, and it can be a rather difficult one to answer. Simple games such as Pac-Man are made purely for raw entertainment purposes, but then there are games made with a bit more heart at their centre, invoking more of an emotional response from the player. Embers Of Mirrim is one such game, and while it’s only average when it comes to its gameplay, the mark it leaves on you artistically is something much more substantial.
Embers Of Mirrim starts off with an interesting prelude, showcasing two rival herds of catbeasts congregating in a great crystal spire, where they are warned of an impending apocalypse. After this you’re taught the controls by playing as two young members of these tribes, who find their way to the spire and are joined to create a hybrid catbeast that has the power to avert the cataclysm. All of this is told through silent cutscenes, but the story is still remarkably easy to follow, and even manages to carry a fair bit of emotion which is carried consistently into gameplay.
![Embers of Mirrim Review - Screenshot 2 of 4](https://images.nintendolife.com/screenshots/86820/900x.jpg)
On the surface, Mirrim is a simple puzzle-platformer, but there’s more here than one might think from the outset. As you traverse the snowy and fantastical landscapes, you’ll be faced with puzzles that require you to split up into 'embers' to proceed. This entails simultaneously controlling two separate orbs of light with each analog stick, often on mirroring routes. It’s taxing on the brain in strange ways, but becomes manageable as the game eases you into gradually more difficult puzzles.
At first, you’ll simply be asked to guide the orbs of light from one place to another without running out of energy, but later on, new elements are introduced that add additional dimensions to puzzles. Each orb bestows unique properties on the things it comes into contact with, such as a mushroom that either grows a platform or becomes a bounce pad depending on which orb most recently touched it. New elements are introduced at a bit of a sluggish pace, which can lead to some puzzle types to seem a bit long, but there’s plenty of diversity in ideas the more you stick with the story.
![Embers of Mirrim Review - Screenshot 3 of 4](https://images.nintendolife.com/screenshots/86825/900x.jpg)
Aside from these puzzles, there’s some platforming sections that will test your technical prowess a bit more, asking you to smartly use the run, glide and pounce moves to find the way forward. These bits are generally pretty straightforward, particularly in the repetitive boss fights, but they’re nicely interspersed throughout the campaign to break up the puzzling action and add in some needed gameplay variety. You likely won’t remember Mirrim for the platforming gauntlets that it offers, but you’ll nonetheless be thankful that they're there, as the dual control puzzles alone aren’t quite enough to carry this as a complete package.
Though the puzzles themselves are rarely too difficult, they can sometimes become an exercise in patience as you work to get it just right. Though Mirrim is fortunately quite forgiving with checkpoints, promptly respawning you at the start of failed puzzles, it can be a bit frustrating when the game mechanics insist that you didn’t quite clear an obstacle, necessitating that you retry the entire puzzle. Considering that progress is abruptly halted until you complete the puzzle just about perfectly, this can lead to irritating bottlenecks in gameplay that hamper the overall flow of the game.
![Embers of Mirrim Review - Screenshot 4 of 4](https://images.nintendolife.com/screenshots/86830/900x.jpg)
It’s a bit of a shame, too, because Mirrim absolutely nails its atmosphere. Whether you’re running through silent, snowy forests or deep caves illuminated by azure lights, there’s a certain air of verdant serenity that’s seldom invoked in gaming. This is all backed by an excellent soundtrack that adds to the dreamlike atmosphere with plenty of pianos and strings to provide a morose, yet hopeful tone to things. This is one of those few games that really manages to capture one’s imagination; the pull of this imaginary world becoming ever stronger as you delve deeper into exploring it.
The total story should realistically only take a few hours to clear, although there’s some collectible content along the way for those who have to see everything. Mirrim is divided into chapters, in which a handful of Glyphs - optional puzzles that are hidden off the beaten path - can be found that require you to solve a simple puzzle to complete them. In later chapters, there are also some fellow catbeasts that have been corrupted by the coming apocalypse, which you can save if you find them. Although these little extras feel a bit tacked on, they nonetheless help to fill out the complete package with a some extra value.
Conclusion
All told, Embers Of Mirrim is a delightful fantasy adventure with only a few notable flaws. It may be a bit on the short side and have some jarring bottlenecks that pull you out of your enjoyment, but it’s a beautiful game to experience from an artistic standpoint. We would recommend it to anyone who has an appreciation for art in gaming form. Although the gameplay sometimes misses that mark, Mirrim nonetheless stands as a worthy experience for those that are looking to try something a little more thoughtful.
Comments 16
The demo was quite long. I wondered whether I had completed over 1/10 of the actual game after finishing it.
I tried the demo, and thought that they ended it far too late for me to still want the full game. The title splash was probably the best ending point, because at that moment I wanted to purchase the full experience. By the time I'd gotten to the end of the demo, I was frustrated beyond belief and just wanted it to end. That's not what you want your demo to do for potential customers.
The demo was pretty good, I liked it. It looks really beautiful. Gameplay is sort of mediocre
Having played through the demo I completely understand where this review is coming from. However, the gameplay just wasn't interesting enough for me, I found the dual stick "puzzles" tedious and the section with the waterfalls was mind-numbing as it was purely an exercise in memorising the pattern.
I wanted to like this game but I just found it dissatisfying and as such, disappointing.
This was the biggest surprise of the year for me. I heard nothing of this game before downloading the demo and I was hooked on the spot by the Shadow of the Beast like atmosphere. I immediately deleted the demo and bought the whole game. Incredible stuff!
I'll look for the demo.
Its hard to get excited about "a few hours of story", when Im currently playing through Skyrim. I don't need Skyrim level content depth, but I do need more than a few hours.
This review is spot on with my opinion from playing the demo. I loved the fact that this was a self-inclusive world; Perhaps a dream, perhaps another planet, and was a living, breathing landscape of flora and fauna. The action sections at times were one part beauty, one part challenging-- The puzzles at times flowed nicely, other times halted you into tedium until you got it just right (Waterfall, I'm looking at YOU). My final opinion is, this is a "something to play" game that you can play in between other better games, or when you have nothing else better to do and have a few hours to kill. It'll go in my backlog for now, probably to fall into oblivion, but if there's an opening and good pricedrop, I'll be sure to pick it up.
Looks like a cheap version of Ori!
I have never disliked a demo more in my life, to be honest. The waterfall part just never seemed to end and I got so frustrated, there was no redeeming it for me there, I would not pay a cent to have to play through that part again. And I warned my roommate not to download the demo but he did anyways and regretted, complained through the whole waterfall section. When I get burned out from the demo, I’m not gonna buy the full game.
This game was a pass for me after I played the demo, wonder why it took them so long to review it.
Visual aspects of the demo looks nice but the gameplay got too boring for me to continue so no thanks.
On the topic of art, I don't think you can answer about video games as a whole because there is just so much variety to them. They aren't really one thing.
The waterfall section in the demo is terrible. Finally the logs are done, jump to the next platform, more logs, jump to the next platform, more logs, jump to the next platform, MORE LOGS, it never seemed to end. Why did they put something so extremely repetitive and not fun in a demo meant to sell the game?
I skipped the demo because the game seemed up my alley, and I'm glad I did. This game is excellent, with very forgiving checkpoints and consistently clever twists on the concept. At least on the same level of, if not superior than, Max: The Brotherhood. Definitely more brain-challenging.
I wanted to love this game so much. I look for any game where I can play as an animal or mythical creature, especially ones that look like this (that drew me into the work of art that was okami)
I was disappointed to say the least. The puzzles were boring and tedious, the duel stick controls were a headache, and due to the constant puzzles there was no feel of progress. This would have been amazing had it been a platformer with occasional puzzle sections, or obstacles that required the use of the power, not a repetitive puzzle with almost no platforming. We are playing as this awesome dragon cat hybrid type thing, why can't I have fun with that?
Show Comments
Leave A Comment
Hold on there, you need to login to post a comment...