Imaginatively, Koudelka is a game about Koudelka, a young girl blessed (or cursed, as it often goes) with psychic abilities, who is drawn towards an old abbey in the heart of 19th century Wales. She isn’t alone in this odd urge; it doesn't take long before she meets Edward and James. They’re a weird bunch and don’t subscribe to that 'instantly life friends' situation that every RPG seems to have; each member clashes with the others in a refreshingly human way. Koudelka is a cynical, sarcastic girl, searching for the reasons she was called to the abbey; Edward is a thugish and headstrong wannabe poet, thirsting for inspiring adventure, whilst James is a knowledgeable, yet whiney Priest, sent to the abbey from the Vatican. With such drastically differing personalities and motivations, the trio often squabble, something that is captured brilliantly by their respective voice actors. This deliberate placing of characters is highlighted by a clever little touch in the symbolic use of chess pieces to describe each person. Kouldeka receives the Queen, Edward a knight, and James a bishop.
Starting the game, you have little explanation of why each character is present, or even the importance of the abbey in whose dark corridors you stalk. You learn this mostly through numerous in-game cutscenes, all the while exploiting the above-average voice acting present throughout the experience. In exploring the abbey, you'll discover its history and its meaning to each of your party members. Needless to say, it isn't going to be all lightness and cheer, and while you travel the dank recesses and rustic abandonment that unfolds within, you'll soon find out all about the disturbing tales that have taken place within its walls.
A lot of these things aren’t pleased at your intrusion and will attack you, highlighting Koudelka's biggest flaw very early in the game; the battle system. It's arranged in a turn based strategy predicament where you have a grid formation on which you can move your cast around like chess pieces and engage the enemy. A system that probably wouldn't be so bad if it wasn't for the dismal pace it’s set at. Cast a spell and wait for the below-par spell animation to kick in; attack the evil beasties and wait while the sluggish blow lands; kill the wretched things, and watch as it very, very slowly fades from screen. The main delay is that when something is happening, only the aggressive character and the intended target are left on the playing field while everyone else is faded from view, only to be brought back at the end of the attack - which is time consuming. Even when you move your cast about the grid, you’re meet with the same slowness, and as the battles drag on. If this wasn't enough, you and the various monstrosities that roam the abbey seem to emanate a magical and invisible force field that stops them from being passed. If someone is on a line of the grid, an opposable force cannot pass, ensuring there will be no flanking here. As it is, you can strike at angles, so can be diagonally placed, and still attack your target, but it is a puzzling exclusion to make.
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Community review by Pyro (October 03, 2020)
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