However, the game works so well because of how it balances all pillars of its gameplay. Solving puzzles is the clear star of Eastward’s gameplay sections, as combat is a quick, simple affair with fun but predictable enemies. Why try to brute force an enemy as John when you could use Sam to stun it and prevent a counterattack then proceed to safely whack it to death with your trusty frying pan? Of course, using them both in unison is the key to victory. John’s array of weaponry makes him a dangerous combatant, while Sam’s psychic powers and small stature lend her an exploration focus.
Both John and Sam are essential for combat and puzzle solving but are clearly more capable of one over the other. You can only utilize the lead character’s abilities at a given time but, because the swap is so fast, this isn’t so much a limitation as it is a feature. You control both John and Sam for most of the game, and you can switch who is leading with the press of a button.
What really makes Eastward shine, though, is its similarities to the aforementioned Mario & Luigi RPGs. Play some slots to boost the effects of cooked food! I always looked forward to the next save point so I could see what the fridge had to say. Each save point is a talking refrigerator that offers commentary on memories (often food- or cold-related). One of my favourite touches in exploring the world is the save system. The couple Alva and Isabel (also known as Izzy, so I might be biased) deserve special mention: they are just wonderful to interact with. Sometimes it feels a group of townsfolk could use more screen-time than they get, while other times, it feels a town outstays its welcome even though each is memorable and charming enough to be worth experiencing personally. It isn’t uncommon for dialogue with the townsfolk to be laugh-out-loud funny or outrageous, but even when it isn’t, it still tends to prompt a smile…except when the game wants you to hurt. Each new stop features a striking new location and a new temporary career for John and Sam, as well as a colourful cast of locals to get to know. Things are not right in the hostile world of Eastward.Īs the title would suggest, you head ever further east during your time, hitching a ride on the railroad. By the time the second chapter ends, Eastward reveals itself beneath its quirky charm and dark humour lurks the atmosphere of a horror game. While these moments do a lot to set the stage, I could easily see the sluggish early pace as a turn-off, which is a shame because once Eastward gets good, it gets really good. At first, only the briefest of moments scratch beneath the surface and hint at what Eastward has in store. John, a local digger and one of two player characters, faces simple struggles like going to work and getting his adopted daughter Sam (she has psychic powers) accepted into school, even if he has to tackle a few dungeons along the way. Through its surprisingly beefy playtime (30-40 hours), Eastward establishes a strong identity and is sure to become a classic in its own right.Įastward sets off to a leisurely start as you meander your way through several days in the underground society of Potrock Isle. Eastward, developed by Pixpil, joins the mythos of quirky games inspired by the likes of Earthbound, Moon, and Undertale, but it would be doing Eastward a disservice to call it just another wacky indie game.