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[[File:Ikenfell battle example.jpg|thumb|left| Playable characters Rook, Pertisia, and Petronella, in battle against multiple enemies.]]
[[File:Ikenfell battle example.jpg|thumb|left| Playable characters Rook, Pertisia, and Petronella, in battle against multiple enemies.]]


''Ikenfell'' is a turn-based [[Role-playing video game#Tactical_RPGs|tactical role-playing video game]] akin to games like ''[[Super Mario RPG]]''.<ref name="hg review"/><ref name="tr interview"/> It uses a [[2.5D]] to display characters and the game world.<ref name="gm blog"/> Like classic ''[[Paper Mario]]'' games, the outcome of both player and enemy moves depends on timed button presses. The playing field is composed of a grid, upon which both the player and enemies can move, with their position affecting what moves can be performed and how efficient they are. As the game advances, the attack patterns and timing become more complex, providing greater difficulty. For accessibility, the game provides options to both partially and completely disable combat timing.<ref name="gs review"/>
''Ikenfell'' is a turn-based [[Role-playing video game#Tactical_RPGs|tactical role-playing video game]] akin to games like ''[[Super Mario RPG]]''.<ref name="hg review"/><ref name="tr interview"/> It uses a [[2.5D]] to display characters and the game world.<ref name="gm blog"/> Like classic ''[[Paper Mario]]'' games, the outcome of both player and enemy moves depends on timed button presses. The playing field is composed of a grid, upon which both the player and enemies can move, with their position affecting what moves can be performed and how efficient they are. As the game advances, the attack patterns and timing become more complex, providing greater difficulty. For accessibility, there are options to both partially and completely disable combat timing.<ref name="gs review"/>


Characters are managed with a party system; although the player initially only controls Maritte, they later gain control of other characters, each with their own unique skillset.<ref name="self"/> Three characters in the player's battle can engage in battle at any time; these can be changed at save points (which are represented by cats).<ref name="kt"/>
Characters are managed with a party system; although the player initially only controls Maritte, they later gain control of other characters, each with their own unique skillset.<ref name="self"/> Three characters in the player's battle can engage in battle at any time; these can be changed at save points (which are represented by cats).<ref name="kt"/>

Revision as of 05:40, 14 February 2021

Ikenfell
Nintendo Switch cover art for Ikenfell
Developer(s)Happy Ray Games
Publisher(s)Humble Games
Artist(s)Chevy Ray Johnston
Writer(s)
  • Chevy Ray Johnston
  • Joanna Blackhart
  • Jeriko Green
  • Aivi Tran
Composer(s)Aivi & Surasshu
Platform(s)
Release
  • WW: October 8, 2020
Genre(s)Role-playing
Mode(s)Single-player

Ikenfell is an independently-produced tactical role-playing video game developed by Happy Ray Games and published by Humble Games. It was released for Microsoft Windows, macOS, Nintendo Switch, Playstation 4, and Xbox One on October 9, 2020. In the game, the player controls Maritte Hildegaard, a non-magical teenage girl who journeys to the titular magical school Ikenfell, in an attempt to investigate the disappearance of her witch sister Safina. Reviews from critics were mixed, with reviewers both praising and criticising elements of the game's combat and story.

Gameplay

Playable characters Rook, Pertisia, and Petronella, in battle against multiple enemies.

Ikenfell is a turn-based tactical role-playing video game akin to games like Super Mario RPG.[1][2] It uses a 2.5D to display characters and the game world.[3] Like classic Paper Mario games, the outcome of both player and enemy moves depends on timed button presses. The playing field is composed of a grid, upon which both the player and enemies can move, with their position affecting what moves can be performed and how efficient they are. As the game advances, the attack patterns and timing become more complex, providing greater difficulty. For accessibility, there are options to both partially and completely disable combat timing.[4]

Characters are managed with a party system; although the player initially only controls Maritte, they later gain control of other characters, each with their own unique skillset.[5] Three characters in the player's battle can engage in battle at any time; these can be changed at save points (which are represented by cats).[6]

Like most traditional Japanese-style RPGs, gameplay also consists of parts outside battle which characters can navigate.[1] Much of Ikenfell's gameplay involves these, which include exploration, adventure, and puzzle-solving portions. There are no random encounters and as such fightable enemies are always visible in the world.[5] Battle only ensues if the party reaches one, allowing the player to evade combat.

Plot

Players initially control Maritte Hildegaard, a non-magical teenager who travels to the magical school of Ikenfell to find her sister Safina, who has gone missing since summer break. While she attempts to gain access to the school, she mysteriously develops pyromancy, then encounters non-binary alchemist Petronella, a close friend of Safina, who has had an emotional breakdown due to the latter's disappearance. Meanwhile, bizarre and unprecedented magical events begin to occur across the school grounds, forcing it into lockdown.

Development

Before developing Ikenfell, Chevy Ray Johnston, the game's lead developer, had worked as a contract programmer for Bandai Namco, as well as on a variety of indie games.[7] He had developed a custom engine,[8] but failed to complete any of his game ideas. After reading Rainbow Rowell's young adult novel Carry On, he was inspired to make a game about a magic school using his tools. Originally, the game's premise was based around a witch completing a final quest before dying of illness.[9] It was also an action RPG, but Johnston decided the space required for combat limited level design.[3]

Johnston's custom C# engine, based on top of SDL2 and OpenGL, allowed him to port it to a wide variety of platforms. The engine also included Lua scripting for control puzzles, events, and scenes; and a GUI frontend, including a custom map and scene editor, which were used to accelerate the development process.[2][8]

After a few years into development, the game was funded via Kickstarter in 2016.[2] Later, Johnston also brought on consultant Joanna Blackhart to ensure that the game's portrayal of LGBT characters was accurate and inoffensive, a process that led to an "rewriting" of parts of the story.[10] It was featured at the 2019 Electronic Entertainment Expo as part of its inclusion in the Xbox Game Pass,[11] before being released on October 8, 2020.[12]

Art and game design

Despite being an inexperienced pixel artist, Johnson drew the majority of the game's art, choosing the style as it was easy to iterate upon.[7][3] Much of the game was developed in a public library, influencing its artistic direction and plot; he borrowed vintage books from the collections to use as references. Its visual design was inspired by games such as Mother 3 and The Legend of Zelda: Link's Awakening. Each character was designed to have a distinct look and silhouette. Buildings were "white-boxed", with their layout being designed first, akin to actual construction.[2]

The timing-based elements of the game's combat were inspired by Super Mario RPG and the Mario and Luigi games, among others. Johnston designed each party member's moves so they could be used in many different ways, while still being fundamental to the character, comparing this philosophy to Mario's basic skillset. As he disliked magic points, he decided to make magical spells free to use during combat.

Steven Universe composers Aivi & Surasshu worked on the soundtrack of the game alongside Sabrielle Augustin,[1] who helped finish the soundtrack after Aivi suffered an injury leaving her unable to complete some work.[13] As the game was inspired by the landscape of Canada, some tracks incorporate elements from Canadian folk music.[14] They also chose an ambient style atypical of video game music, a decision influenced by The Legend of Zelda: Breath of the Wild, the game's narrative elements, and their experience composing for TV shows.[15] Vocals were incorporated into some of the songs after seeing their successful usage in games like Transistor; initially, the composers wanted to do a vocal song for each character, but were unable to find a place for all of them in the story.

Reception

According to gaming review aggregator Metacritic, Ikenfell's reception was mixed. Both GameSpot and Siliconera described it as having potential, but being let down by flaws in the story and combat.[17][4] Other sites were more positive, like Hardcore Gamer, which said it was "a trip well worth taking", and GameRant, which described it as having the potential to be a "cultural touchstone".[18][1]

Although reviewers generally liked the game's combat system, they felt it could be frustrating at times.[17] Hardcore Gamer reviewer Kyle LeClair described it as "challenging and fun",[1] and Jason Rochlin of GameRant commended the game's tactical variety and complexity.[18] PJ O'Reilly of Nintendo Life pointed out the "impressive range of enemy types" among other elements as contributing to the game's strategical depth.[19] However, LeClair, Slant magazine, and GameSpot reviewer Hope Corrigan all criticised the excessive variability of the timing-based attack system, although multiple reviewers pointed out that the game provides an optional setting that allows players to enable easier combat.[4][19][20] Slant also complained about the combat design, stating that it involved "selecting an attack, and then cancelling that move to place them in a different space once you see that they’re not properly positioned".

The story also received both praise and criticism, with reviewers praising it for its in-depth examination of characters, but some also claimed it was too derivative of Harry Potter and unrealistic at times.[17] LeClair described it as an "engrossing piece of work",[1] but somewhat unoriginal. Corrigan was more negative, describing it as "unusual",[4] criticising implausible and on-the-nose elements in the plot, and the incongruous manner in which LGBT issues were included. Conversely, both Rochlin and Slant lauded these elements, with the former stating that the game wore "its progressiveness on its sleeve" and provided a much-needed focus on the importance of relationships.[18][20]

Reviewers largely praised the game's art and music, noting the quality of the chiptune tracks.[17] However, reactions to the vocal segments were more disparate, with LeClair stating that they "enhance the mood even further",[1] but Corrigan calling them poor quality, remarking that she was tempted to turn down the volume.[4] O'Reilly criticised the pixel artstyle, calling it overused.[19]

Ikenfell was nominated for the 32nd GLAAD Media Awards' Outstanding Video Game category in 2021.[21]

References

  1. ^ a b c d e f g h LeClair, Kyle (October 8, 2020). "Review: Ikenfell - Hardcore Gamer". Hardcore Gamer. Retrieved February 13, 2021.
  2. ^ a b c d Suther, Austin (September 21, 2020). "Ikenfell Takes Us to Magic School, Super Mario RPG Style". TechRaptor. Retrieved February 13, 2021.
  3. ^ a b c Johnston, Chevy Ray (July 6, 2017). "Chevy Johnston's Blog - The Art & Visual Language of Ikenfell". Gamasutra. Retrieved February 13, 2021.
  4. ^ a b c d e f Corrigan, Hope (October 16, 2020). "Ikenfell Review - GameSpot". GameSpot. Retrieved February 13, 2021.
  5. ^ a b Happy Ray Games (October 10, 2020). Ikenfell. Humble Games.
  6. ^ Walker, Ian (October 23, 2020). "Cosy RPG Ikenfell Uses Cats As Save Points". Kotaku. Retrieved February 13, 2021.
  7. ^ a b Tokarev, Kiril (November 11, 2016). "Ikenfell: Bringing Magic to Pixel Art Games". 80.lv. Retrieved February 14, 2021.
  8. ^ a b Johnston, Chevy Ray. "Development Details". Retrieved February 14, 2021.
  9. ^ Johnston, Chevy Ray (January 23, 2021). "Chevy Ray on Twitter: "from a document with a big list of game concepts... "Little Witch" would eventually become Ikenfell. you can see that uh... the premise and story got a lot less depressing than my original"". Twitter. Retrieved February 13, 2021.
  10. ^ Mathys, Quinn (October 18, 2020). "Ikenfell Writer Speaks to Representation in Video Games". GameRant. Retrieved February 13, 2021.
  11. ^ Mills, Andy (June 10, 2019). "Microsoft Highlights Over 20 ID@Xbox Titles During E3 Conference". TrueAchievements. Retrieved February 13, 2021.
  12. ^ a b "Ikenfell for Switch Reviews". Metacritic. Retrieved February 13, 2021.
  13. ^ Corbett, Noelle (October 25, 2020). "Ikenfell Composers Discuss Steven Universe and Their Inspirations". CBR. Retrieved February 13, 2021.
  14. ^ Lada, Jenni (November 11, 2020). "Aivi Tran Talks About Making Ikenfell's Soundtrack". Siliconera. Retrieved February 13, 2021.
  15. ^ LeClair, Kyle (October 30, 2020). "Ikenfell Composers aivi & surasshu Talk Influences, Marriage Fitting Game's Vibe". Hardcore Gamer. Retrieved February 13, 2021.
  16. ^ "Ikenfell for PC Reviews". Metacritic. Retrieved February 13, 2021.
  17. ^ a b c d e Lada, Jenni (October 8, 2020). "Review: Ikenfell Could Cast a Spell on Players - Siliconera". Siliconera. Retrieved February 13, 2021.
  18. ^ a b c Rochlin, Jason (October 10, 2020). "Ikenfell Review". GameRant. Retrieved February 14, 2021.
  19. ^ a b c O'Reilly, PJ (October 14, 2020). "Ikenfell Review (Switch eShop)". Nintendo Life. Retrieved February 13, 2021.
  20. ^ a b Scaife, Steven (October 8, 2020). "Review: Ikenfell Has a Narrative that Considerably Out-Charms Its Combat". Slant. Retrieved February 13, 2021.
  21. ^ Ramos, Dino-Ray (January 28, 2021). "GLAAD Unveils Nominees For 32nd Annual GLAAD Media Awards; Deadline's New Hollywood Podcast Honored With Special Recognition Award". Deadline Hollywood. Penske Media Corporation. Retrieved January 29, 2021.