Good afternoon and welcome to the first edition of Games with Coffee for the new year!
Yes, I’m back after a couple of months off. It’s important for Mature, Distinguished Gamers to take a little R & R every once in a while and boy, did I need one. That’s not to say I wasn’t busy; nay good friends, I’ve been working away on new content that I can’t wait to share with you for the coming year! 2019 is sure to be an exciting one, filled with new games, new stories, new interviews and (of course) more coffee.
Speaking of which, let’s get to our subject.
Today, I’ll be taking a look at a quirky, touch-based game that originally was released on the Playstation Vita, before being ported to other platforms like Android, iOS and even the Switch. It consists of hack and slash mechanics and RPG elements revolving around using the severed remains of your enemies to level up and get stronger. It’s set a land heavily steeped in Mexican influences, with labyrinth-like environments filled with terrifying monsters, secrets and hidden areas to find. Finally, the game presents a captivating, mature story starring a strong-willed female protagonist armed with a living sword, suffering from severe losses in both the familial and physical sense. From Drinkbox Studios, this is Severed.
Severed was developed by Drinkbox Studios, a Toronto based developer known for the popular Guacameele! games. Originally pitched during an internal game jam by concept lead Augusto Quijano, Severed was initially released for the Playstation Vita, before being ported to other platforms.
It was met with high praise from critics and has won several awards, including 2016’s Apple iPad Game of the Year and the Canadian Videogame Awards for Best Musical Score.
As of now, the Playstation Vita is officially dead. I figured that to celebrate this underrated handheld, I would shine a spotlight on one of the system’s most interesting indie games. So, let’s get into it.
Severed tells the story of a girl named Sasha, living with her family in small farmland with her mother, father and brother. One day, Sasha mysteriously finds herself in a strange, parallel version of her home, alone, with the stench of death surrounding her. Entering the ruins of her home and looking into a mirror, she discovers that she had her right arm mysteriously cut off, a bloody stub of a limb being the only thing that remains.
The mirror reflected another figure behind her. Turning around, Sasha briefly encounters the Stranger – a skeletal, alien-like being who gives her a living sword to protect her from the monsters she would encounter in this world. He instruct her to find her family, taken away by a monster only known as the Dragon, before promptly disappearing and leaving Sasha on her own. Now, she must journey through three sprawling areas to recover her family and escape from this world before the Dragon finds her.
Severed’s story is told through Sasha’s perspective and is very metaphorical in its presentation. Sasha is desperate to find her family, even if it means cutting through and killing everything in her sight to do so. With every enemy that she cuts down, she uses their severed remains to strengthen herself. This is especially prevalent with the bosses, as she gains a new ability after cutting out a body part of theirs and then wearing the dismembered piece as part of her armor. However, the more progress she makes in her journey, the less human she looks and acts until she’s barely recognizable at the end of the game.
At the onset, Sasha feels hopeful from the Stranger’s words that her family could be found. Upon finding each member of her family however, she discovers to her horror that they are already dead; their bodies in a state of decay with some sort of fungal/coral-like organism growing out of them. With each member she returns to her home, her rage and hopelessness only grows until she reaches the Citadel, the third area of the game. Here, two important plot points happen.
First, after reaching the top of the tower, Sasha reunites with her mother’s body only for it to be taken away from her by the Dragon. It then steals her other two family members, creates a portal within the mirror in her home and dares Sasha to come get them.
Second, Sasha reunites with her severed arm within the Citadel; now an autonomous, multi-coloured appendage which gives her enough power to possibly defeat the Dragon. Yet, during the final battle, it’s revealed to her that the Dragon has influence over the arm, as the arm rebels against her at random moments throughout the final battle. This suggests that that the creature had a hand in it’s creation (via its removal at the start of the game) and has possibly shaped Sasha into what she was at that moment; a creature of rage and despair.
In order to free herself from those feelings, Sasha makes the decision to re-sever her right arm. The Dragon then swallows the arm and mutates into its final form; a terrifying, multi-headed beast. After finally slaying the Dragon, Sasha removes all the armor and severed pieces of monsters that she had accumulated and gives her family a proper burial. The Stranger appears and tells Sasha she has a choice: stay in this alternate realm or return to the real world. The ending is then left to the player’s interpretation as the game cuts to the credits just as Sasha moves.
There’s very little dialog within the game and much of the story is left to player’s interpretation, but the visual style of the game does a really great job in portraying the environment that Sasha currently inhabits on her quest, which I’ll discuss later on. Along the way, she encounters only two other individuals that are not out to kill her: a friendly two-headed crow and an overly-paranoid old woman holding a dark secret. Literally.
Overall, the story is very dark, but it captures the essence of what it must feel like to go through a heavy loss and what it would take to move on. It’s also short; clocking in at roughly eight to ten hours total, so it’s great for those who don’t have a lot of time on hand to play. I also like how the story requires a lot of player interpretation to get the gist of what it’s all about.
The decision for the game to be heavily touch-screen based was met with some criticism from other publications, but ultimately I felt like it was the right choice. Controls for the game utilize both the thumbstick/D-pad and the Vita’s touch screen. The D-pad is used to move Sasha while the touch screen is used to perform several actions. For left handed players, the face buttons can be also used to move the character.
Tapping objects on the screen allows Sasha to interact with them, whether it be eating fruit to restore health, picking up dropped items, reading signs, examining things or talking with NPC’s. Sasha can also slash things on the field to reveal hidden objects and secrets or break objects to reveal their contents.
Encounters are fixed and denoted by a black and white wisp on screen. Approaching and touching it starts a battle where Sasha must kill the creature in front of her. Swiping the screen makes Sasha slash in the direction of the swipe and is her main form of attack when she encounters enemies. As shown in the game’s tutorial, the longer the swipe, the more damage is done, so the player must make sure to make long, sweeping slices back and forth against enemies in order to deal tons of damage. Later in the campaign, Sasha gains the ability to charge up her slash by pressing down on the screen for a short time until the charge is ready and then slashing in the direction of choice. This can be used both on offense and defense, as some enemies have attacks that can break through a normal parry.
Enemies don’t just stand there and take the punishment though. A circular meter is associated to each monster. When it fills up, the monster will perform an attack. The meters fill up in two ways, depending on the enemy: one type of meter fills up constantly and a second type decreases as Sasha attacks. When an enemy is about to attack, it displays a tell of sorts; an animation that shows it’s about to attack and in what direction (horizontal, vertical, diagonal, etc.). When that happens, the player can execute a parry to block and avoid damage by swiping in the direction of the attack. So, if the enemy’s attack is going horizontally from left to right, the player must swipe horizontally from right to left in order to parry the attack. This attack and parry mechanic allows for fast and frantic combat.
The training wheels come off after clearing the first area, the Domain of Crows. Enemies from that point on have buffs that affect many stats, such as Attack Up, Defense Up, Health Regeneration and the like. Luckily, Sasha gains a few abilities along the way that help make battles much easier, like the Blind spell (stuns enemies) and Devour ability (steals buffs).
Also, some encounters spawn multiple enemies, up to four at a time. Tapping on a direction on the D-Pad in battle will allow Sasha to face whatever enemy is associated in that direction. Each of those enemies will either attack or charge up their attacks in real time, so the player must be aware of when to strike, what enemy to attack, when to defend, when to stun enemies and what buffs to steal in order to survive.
The Focus Meter is at the top of the screen, represented by Sasha’s sword. As she attacks, the meter slowly fills up. The meter fills up faster as you keep chaining slashes, but the multiplier resets if you are hit. Parrying attacks sustain the multiplier though. When the meter is full and the enemy is defeated, the game enters what’s called Severed Mode and is the main mechanic where the game derives its title from.
In Severed Mode, the enemy is briefly suspended in midair, its limbs splayed out with markers showing where to cut. Cutting through these markers allow Sasha to pick up the remains and use them to enhance her skills through the Skill Tree in the menu screen. Players have to be quick to sever as many limbs and parts as possible, as there is a brief time limit before the monster disappears permanently. The game offers plenty of opportunity to gather parts though, so there’s no need for the player to worry about not gathering enough parts to enhance skills.
The skill tree is a big part of enhancing the Severed experience. Skills require severed parts of monsters, such as arms, eyeballs and such, to acquire. They range from basic attack increases to improving efficacy of special abilities. Skills are practically a requirement to progress further in the game, as the battles only get more and more challenging. New skills also unlock when Sasha gains a new ability to use.
Sometimes, players won’t have the parts on hand to improve on a certain skill. In this case, they can transmute small components called giblets to create the part they need. Giblets are found virtually all over the map in breakable objects that Sasha can slash open on the field.
Health and Mana (used for abilities) can be increased by collecting hearts and brains. Sasha must find five Heart Pieces or Brain Stems and then devour them to gain the upgrade. It’s a visceral and interesting way for a character to increase their life or magic.
Out of battle, there are many puzzles that Sasha has to solve in order to progress further in the story. Some include finding crystals, hitting a gong to open or close doors, travelling to parallel dimensions even creepier than the realm she currently inhabits and the like. The puzzles are fair to the player; not too hard, but not too easy at the same time. There are also plenty of secrets and hidden passages to find. Some of them require some exploration within the room to open, some require certain abilities, while others require having a certain item in your possession (Such as the Mask of Birds or the Jaws of the Cryptolith) and touching a symbol on the wall to open a passageway to the secret.
One criticism I have about the gameplay revolves around how uncomfortable it felt playing on the Vita. After a prolonged period of time, I found that my left hand ached as I held the system while using my right finger to swipe. The ports released after the Vita version addressed this by making the game fully playable through the touchscreen. I’m unsure of what Drinkbox did for the Switch version, but I would like to think they learned from the Vita version of the game.
Beyond that, the gameplay itself is very tight and engaging. The difficulty curve feels natural; there doesn’t seem to be any point within the game that the difficulty spikes up intensely during the main story. There are some difficult battles, yes, but many of them are optional and are not required to complete the story.
Despite the dark and depressing atmosphere presented in game, Severed has a striking artistic style, to the point where it looks like it was drawn on paper. The visuals are colorful and bright and the backgrounds are look fantastic.
The enemies look like something out of a horror film, with multiple, grotesque limbs, jagged teeth and quivering tendrils. Speaking of which, the enemy animations are incredibly well done. Everything, from the way they move their limbs, to the slight twitches they make when they are stationary, looked so polished and fluid. I was very impressed.
The bosses also look incredibly well done. Not only were they difficult to defeat but they looked fearsome as well.
The most visceral image in this game though is when Sasha sees herself in the mirror at the beginning of the game, her arm freshly cut off. It’s a haunting image that really sets the tone for the rest of the game.
The soundtrack certainly fits with the game’s atmosphere. Home is a very poignant theme and reminds me of the feeling of loneliness and despair, while Death (the theme when you see The Stranger for the first time) evokes a foreboding feeling, like there’s something underneath the surface as he explains what Sasha needs to do to leave the alternate world.
The music within the areas of Severed are divided into two types: Exploration and Battle. Exploration music seems to be influenced by Mexican/Central American sounds, with plenty of drums, bells, chimes and the like. The Battle themes however are grungier, remixed versions of the Exploration music. They fill the original with guitar riffs and more percussion to increase the tension while fighting.
One of the best songs in the game is when Sasha returns to her home at the end of the game. It’s a haunting track filled with despair and accurately reflects how Sasha may have felt at the very end after the Dragon stole her family. It’s a great setup piece for the final battle.
To be frank, Severed is a fairly short game with little to do once completed. The most a player could do is take on the optional and highly challenging battles in hidden rooms within the three main areas. Defeating the enemies under special conditions yield special items called Mementos which serve two purposes – powering up Sasha and changing some of the final scenes in the game’s ending.
However, this game is one of those titles that’s easy to pick up and replay at a moment’s notice, due to simple nature of its control scheme. I’ve replayed it already a couple of times since and I found myself changing my strategies when fighting and severing limbs on each playthrough – trying to do one full swipe to sever all limbs instead of doing quick, individual swipes, for instance.
The Last Drop
Severed is one of the most interesting games I’ve played in recent years. It really takes advantage of the Vita’s touch-screen/direct control dynamic and presents a very compelling story that’s tied together with some solid gameplay. It’s short, but had it been any longer, I don’t think I would have enjoyed it the same way I do right now. It’s definitely a game worth checking out if you are able to.
- Tight gameplay mechanics that combine elements from Action and RPG games.
- Uses the Vita’s touch-screen effectively.
- Beautiful visuals.
- A great story centered around loss and grief.
- Has a great lead character, whose silent nature belies an fierce spirit that’s relentlessly pursuing a way to save her family
- It’s fairly short, but this is only a minor issue for me.
- Not much to do once you’ve neared the end of the story/not much post-game content.
- Holding the Vita can be awkward and uncomfortable after prolonged periods of play.