BUT…!
Raji is Beautiful. Period.
I can’t say this enough. Being beautiful is this game’s selling point. Every single area of every single level is crafted with love, packed with care, and gifted to the player with a grateful smile. Raji almost shows its environments off, and quite rightfully so. It knows it’s beautiful and is proud of it. It flaunts its visual splendour and manages to divert all attention from the more ordinary elements.
Now I admit here, being an Indian perhaps allowed me to
connect with the game better, since it borrows heavily from Hindu mythology,
and therefore had more of an impact on me. But then, there have been other
games – like God of War 2 or Sekiro, for example – whose aesthetics were also
based on different mythologies and I found them equally beautiful in terms of visual
appeal, so I can confidently say that familiarity didn’t influence the way I saw
Raji. Genuine beauty did.
If you have a keen eye, you can catch many tiny details
sprinkled here and there, reinforcing the fact that you’re not merely wandering
around in a wasteland. This place was indeed inhabited once, you think as you walk
under bells hanging in temples, or random rugs placed beside walls and beneath a
dense canopy, reminding you of the sages that would have once sat and meditated
on them.
The Plot – to admire from the hill, or to climb down?
The game is about Raji, a girl whose brother Golu has been taken away by demons, because their leader, Mahabalasura, wants to open the gates to heaven. There are many gaps between these plot points, and these gaps are not bridged satisfactorily. Quite a few mythical elements are involved like trees showing visions of Golu to Raji and a giant, flying peacock; hence giving the writers some creative room. In all fairness, such occurrences are to be expected in a story involving gods and demons, but somewhere along the line the thread of the story weakens and snaps, and even these mythical events are not able to salvage it.
From a tall hill, the forest looks just like any other. I mean, the story is pretty ordinary in its basic premise – the antagonist wants to conquer the heavens and for this, he snatches away something of the protagonist’s, and now it’s all about the protagonist trying to get it back. But once we climb down the hill, once we start focusing on the finer details of the story, we find that the stems are not very strong in places, and the forest may crumble down any moment.The narration tries to maintain suspense and raises
questions by itself. At one point Goddess Durga, who is the narrator, says, “What
does Mahabalasura want from Golu?” and this is a well-timed question because
the player is thinking exactly the same thing. But then when the climax fails
to answer it, the journey, the conclusion, and the build-up to it – all seems
to have been in vain. An effort to satisfy this query is made towards
the end but it’s a rather weak one, and leaves the audience with no choice but
to accept what was said without offering any further explanation. In one scene,
it is implied by Goddess Durga that Raji can indeed scale great heights and
jump across distances because “she is a circus performer”. For a narrative that
considers its central character’s parkour abilities significant enough to
explicitly provide a reason for it, it is quite an oversight not to answer a
question that the game itself raises – What, indeed, does Mahabalasura want
from Golu?
Granted, this is an indie game, and indie or not Raji does
not have a bad story at all, but it does not have an exceptionally good one
either. I just feel it could have been more polished.
Conventional Traditional
Something that works brilliantly for Raji is that it displays
no UI or HUD while play is in progress. There’s no health bar or health counter
in a corner of the screen like there conventionally is. Instead, the health is
represented as coloured lotus petals around the feet of the character. There’s
no weapon tracker since there isn’t any need for one. There are only four
weapons in the whole game and you can always see what weapon you are carrying in
the character’s hand. The completely clean display allows the visuals to take
over the screen without having any distractions blocking their way.
The art in the game is also reminiscent of simple but
beautiful stone paintings that one can get to see across southeast Asia. These paintings
are used to narrate bits of the backstory and also tales from Hindu
mythology. The player also gets to see stone sculptures at many points in the
game which are accurately modelled after statues in ancient Indian temples.
Even the cutscenes are animated in the form of shadow puppetry, which is an
ancient mode of story-telling in southeast Asia.
The music of the game, too, is inspired by Indian folk
music and has been composed using traditional Indian instruments like flute, tabla,
sitar, and something called Ravanhatha, a curious name that I haven’t heard
before, along with violin, calimba, etc. It’s a treat to the ears and every
piece is well-suited to the mood of its respective scene. Sound designing is
also executed well and especially good at some places like the Hiranya Nagri
level.
Other Cogs in the Machine
Talking of cogs, there are a few puzzles in the game at
regular intervals, a couple of them involving cogs, that do well to shake
things up a bit. In a way, they provide a bit of a break to the walking-fighting-walking
pattern of the platformer which can become monotonous if not broken in time.
Raji uses simple puzzles to carry this out. For that matter, the whole game
itself is simple and pretty straightforward. It’s short, sweet, and doesn’t try
to act smart and stump its players anywhere. Apart from small explorable side-routes,
that reward players with a Shakti Beej, all the levels are pretty linear. This
Shakti Beej can be used to upgrade weapons and unlock new moves.
The combat moves also deserve a mention here because the
effects associated with them – lightning, fire, and ice – are all animated very
well and I enjoyed engaging enemies. Other movements, such as wall-running and dodge-rolling
are also smooth although at some points the character did jump in a different direction
than I intended it to, and hence, died. This may have been a miscalculation on
my part because of the camera angle, but the game didn’t eat into any of my
progress because of that so…no controllers broken there. *cough*Sekiro*cough*
In theory, I could write about all the different types of
enemies and their moves and the different strategies needed to negotiate each
one, but most people would shrug it off and say, “Eh, what’s so special about
it, every platformer has it.” Still, kudos to everyone who worked on this game,
its enemies, bosses, weapons, character movement, level design, sound design,
music – everything. I enjoyed playing Raji: An Ancient Epic, and I believe you
should give it a try. It’s a safe recommendation. You may not find it
brilliant, but it’s good enough that you won’t curse me for recommending it.
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