Ghost of a Tale's castle feels like a prison at first but ends up feeling like home. In the course of 20 hours searching for a way out, I've slowly fallen in love with the place - its feathery falls of afternoon light over mossy stonework, its leafblown ramparts and canted mausoleums, its small, hard-bitten population of anthropomorphic rats, mice, frogs and magpies. Part of the setting's allure is that it carries the echoes of many great virtual fortresses. Indeed, this slightly muddled third-person action-RPG's greatest strength is probably how it adds to that architectural tradition, though the witty, affecting, politically resonant writing runs a close second.
There's a touch of Square Enix's winding masterpiece Vagrant Story to certain overgrown, shady courtyards, and a generous dollop of both Zelda and Moria in the shape of a magnificent underground vault, woven around a circular puzzle structure. The view from the keep's belfry recalls the view inland from ICO's fortress walls, yellow crenelations biting into blissful green distances. Above all, there's the spectre of Dark Souls - a game with which Ghost of a Tale engages in fascinating, not always successful ways. As with From Software's Lordran, Dwindling Heights Keep is a purgatory for lost people and things that is much taller than it is broad, stretching from a bone-strewn shoreline up through catacombs and sewers to a barracks, kitchen and armoury. Like Lordran, it's a persistent environment bound together by a profusion of cunning shortcuts, unlocked one by one - rope elevators that whisk you from the gardens to the signal tower, doors that open from one side only and secret passages cheekily visible through rusted grates.
Working out how the game's spaces thread into one another, letting their twists and turns sink into muscle memory, is as integral to Ghost of a Tale's appeal as its hypnotic good looks. The act of stitching those wayward, ruined chambers together also chimes with the narrative, a story about rediscovering the past and building trust across racial divides that is a lot more searching than its parade of waggling tails and frog beards might suggest.
Vermintide 2 isn't the only rodent-based game out this month: There's also Ghost of a Tale, which launched yesterday. I've been playing it but I'm having a little trouble progressing through the beautiful stealth RPG because I keep stopping to admire my character, The Cutest Damn Mouse Ever.
I mean, come on, just look at this fuzzy fellow (his actual name is Tilo). Look at Tilo in his little hood, lute strapped to his back (he's a minstrel), as he lifts and carries a stool under a key-rack and then clambers on top and grabs the key and escapes:
The cuteness is seriously slowing me down. I'm not really exaggerating—I'm so engrossed in the look and animations of this game that I'll sometimes stop playing it just to watch the Tilo's idle animations, as he looks around, wiggles his tail, and scratches his butt. Whenever I do something for the first time, like hide in a barrel, I'll immediately do it a few more times just to admire the details of the animation. When you're close to an item you can interact with, you can hold the right mouse (heh) button, and he'll lower his head as if examining it carefully. I do that a lot, too. I spent about five minutes with Tilo just standing outside in the sun while butterflies flapped around lazily. It's a pretty game.
Ghost of a Tale begins with Tilo in prison (along with a few other offbeat characters), looking to escape and find his wife who is being held elsewhere. Guarding the prison are towering rat guards in armor and weapons. You sneak around, gathering up whatever items you can find, locating keys to unlock doors, and evading the rats. If the rats spot you, they'll give chase, and if they catch you, they'll kill you.
Which makes it good that you can tip-toe around. As you might expect, it isn't just useful but adorable as hell:
You're not powerless against the giant rats: collect bottles to fling at their heads and you can knock them out for a few seconds. I've also collected a few small vials of slime that you can smash on the ground, which will then cause a guard to slip and KO itself if it walks through the slippery goop. At one point, I pushed a barrel off a balcony onto a guard's head, letting me steal his key and unlock a door. So you've got some moves.
The environments of Ghost of a Tale are impressively detailed, and while items you can interact with will pop up text when you get close, they otherwise blend in perfectly, so it never feels like you're just hunting for glowing objects (as in some other games) but really searching your surroundings for things you can collect and use.
The stealth is pretty forgiving. The rat guards I've encountered are pretty slow to notice you provided you're not directly in their sight or holding your lit lantern or candle, and the rats give up pretty quickly and return to their posts and routines once you've hidden. Which doesn't mean it's easy to lose them: your sprint meter exhausts itself pretty quickly, so it's best used to zip around corners to get out of their sight for a moment before climbing into a barrel, chest, or wardrobe. Also, when Tilo sprints, he does it on all fours. Again: it's cute as all heck.
Currently, I'm trying to find some guard armor so I can dress as a guard rat (a very cute one, I'm sure) which will hopefully allow me to just stroll past them whenever I please. I've got two pieces already, and I need is a few more. I'd probably find them quicker if I could stop looking at how darn cute I am.
Ghost of a Tale is an action RPG about Tilo, a mouse minstrel searching for his lover Merra in a world populated exclusively by (freaking adorable) animals. Quite frankly, mouse musician is all I need to hear, but there's also this little tidbit: Ghost of a Tale is now available on Steam for $25.
You might find it odd that a game about a mouse—mice generally not being known for their CQC or swordsmanship—is an action RPG. You'd be right, which is why Tilo's adventure focuses on "stealth elements, disguises, conversations with allies and enemies, and quests," according to developer SeithCG. It's more about exploring the world than cutting your way through it, and the studio reckons it will take you up to 20 hours to experience everything Ghost of a Tale has to offer.
As previously reported, Ghost of a Tale had a hell of a time making it here. SeithCG launched its successful Indiegogo campaign in 2013 and released its first trailer in 2014, but delayed its initial 2015 release date and wound up releasing an Early Access version in 2016. Last year, a tentative 2018 release was announced. The studio only recently committed to a day, but here we are.
We first started covering Ghost of a Tale back in 2013, and it was quite stunningly gorgeous even then. You’d think that five years would have dulled the edge of a game so heavily banking on the quality of its 3d art, but it seems that every update the game has received during its lengthy time in Early Access has only made it prettier.
Joining a recent glut of indie passion projects finally reaching fruition, the ambitious miniature-scale fantasy adventure has finally left its mouse-hole and ventured out into the scary, predator-filled world of commercial game releases. It’s okay, little fella. We won’t eat you, although you do look good enough to eat…