{"id":1124258,"date":"2024-04-24T10:39:06","date_gmt":"2024-04-24T14:39:06","guid":{"rendered":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/uncategorized\/tales-of-kenzera-review-a-compassionate-afro-futurist-exploration-of-grief-eurogamer-net\/"},"modified":"2024-04-24T10:39:06","modified_gmt":"2024-04-24T14:39:06","slug":"tales-of-kenzera-review-a-compassionate-afro-futurist-exploration-of-grief-eurogamer-net","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/transhuman-news-blog\/futurist\/tales-of-kenzera-review-a-compassionate-afro-futurist-exploration-of-grief-eurogamer-net\/","title":{"rendered":"Tales of Kenzera review: a compassionate Afro-futurist exploration of grief &#8211; Eurogamer.net"},"content":{"rendered":"<p><p>What Tales of Kenzera lacks in creative game design it makes up    for in vital, passionate storytelling.    <\/p>\n<p>    Of all the Metroidvania elements in Tales of Kenzera: Zau, my    favourite are the trees. Simply enough, meditating inside a    tree provides a health boost. It's here the camera pans out to    reveal these great, almost magical, natural structures which    provide safety, sanctuary and a moment of reflection.    Protagonist Zau is a hot-headed and petulant young man    desperate to revive his father, but sat quietly in the trunk of    a tree, he's just a boy.  <\/p>\n<p>    The trees are a key example of how Tales of Kenzera transposes    the genre to its African setting, but also where its heart    lies: with the relationship between a father and son. The    game's creator, voice actor Abubakar Salim (best known for his    portrayal of Bayek in Assassin's Creed: Origins), has been    particularly open about the personal inspiration behind the    game: his own experience of grief following the death of his    father. There's even a moving short film released ahead of the    game. Yet even without knowing this, Tales of Kenzera itself    exudes passion and love.  <\/p>\n<p>    It's a story-within-a-story set in the fictional Afro-futurist    land of Kenzera, and it tells the tale of desperate shaman Zau    who bargains with Kalunga, god of death, following the passing    of his father. Zau must deliver three spirits to win back his    father and, along the way of his adventure, he learns to cope    with his feelings of grief. Kalunga becomes his father-figure    guide who speaks in proverbs and commands Zau with stern yet    comforting lessons; Zau in return listens, rebels, argues, and    accepts.  <\/p>\n<p>        To see this content        please enable targeting cookies. Manage cookie        settings      <\/p>\n<p>    Back to the trees: it's here we learn more about Zau's    relationship with his father. As he reminisces on past moments    - the sort you misunderstand as a child but appreciate with the    wisdom of adulthood - he recognises the value of these lessons.    Zau must learn to let go, and it's by reflecting with Kalunga    in these trees he appreciates the extent of his loss and finds    hope for the future. Throughout the adventure, Zau wrestles    with his feelings and learns to express his emotions as he    tackles the issues each of the three spirits represents.    Kalunga acts as pseudo-therapist: \"I see before me a strong,    brave and intelligent young man who chooses to champion hope    over despair,\" he tells Zau at one point.  <\/p>\n<p>    There's humour too that touches deeper still than sincerity.    Kalunga tells Zau of past shamans whose abilities he gradually    acquires in typical Metroidvania fashion, yet Zau often laughs    in disbelief at the seeming silliness of these stories. These    are the Bantu Tales, traditional folk tales from across Africa    that Salim shared with his father and directly influence Tales    of Kenzera. The narrative often plays on the antagonistic    relationship between generations, but it's not hard to picture    Salim himself having similar conversations with his own father.    He's the voice of Zau and their words are one. Despite the    sorrow of its themes, there's an honesty and warmth to the    storytelling in Tales of Kenzera that heightens the    accomplished, if sometimes rote, gameplay.  <\/p>\n<p>    If there's one Metroidvania convention Tales of Kenzera gets    absolutely right, it's the free flow of movement. Zau begins    the game with basic abilities already learned, like a dash and    double jump, indicating his base capabilities as a hero. The    feel of the game is superb as he swiftly leaps, wall jumps and    bounds through each beautiful, African-inspired environment,    and later abilities, like a grappling hook and powerful smash,    complement the skillset. Narratively these abilities are based    on the Bantu Tales, informing both Zau and us of these    fantastical, insightful fables - from wrestling with clouds to    alleviate drought, to the sacrifice of an elder sister to    protect her shaman brother. On a gameplay level, though, they    often serve a singular purpose that doesn't creatively push the    limits of their function. Take the first ability, for instance,    which can freeze water: this allows Zau to run up rivers and    wall jump against waterfalls, yet after that initial use the    game doesn't build on this in a meaningful way, or combine it    with later abilities for more intricate platform-puzzle    solving.  <\/p>\n<p>    Zau also begins the game with his primary combat abilities: two    masks, pertaining to the sun and moon, that provide melee and    ranged attacks respectively and are switched between at the    press of a button. Animations also change depending on the mask    worn, from the moon's spiralling gymnastics to the sun's    elegant pirouettes. Zau's a capable fighter, then, with attacks    building up spirit energy that's used to either heal or unleash    powerful blasts of anime-style energy. These are later boosted    by unlocks in a simple upgrade tree. Again, it all flows well    and feels satisfying at first, but combat is ultimately let    down by a lack of enemy types that leads to repeated visual    design and strategy, with higher difficulty achieved by simply    throwing in more enemies at once. Bosses, though, punctuate    story and gameplay with welcome challenge and there are some    thrilling chase and escape sequences.  <\/p>\n<p>    If some of this feels familiar, there are multiple gameplay    devices that reveal Salim's gaming influences, from the Gears    of War-style reload to prevent spamming shots, to the Ori-esque    parrying of projectiles. Another is the trinket system, similar    to the badges in Hollow Knight, that provide useful boosts, but    their impact is lessened by the need to switch at workbenches    that are spread too thinly throughout the map. Tales of Kenzera    leans into player expectations of what a Metroidvania should    be, resulting in an enjoyable, if straightforward, 2D adventure    experience.  <\/p>\n<p>      Multiple difficulty options. Control tweaks like controller      aiming sensitivity and toggle for hold inputs. Screen shake,      camera sway and chromatic aberration can be disabled.      Controller input remappaing. Swahili voice option.    <\/p>\n<p>    Yet I'm not quite convinced it satisfies as a Metroidvania.    When I think of the genre, I mostly think of getting lost in    labyrinthine worlds and needing to think creatively about my    abilities to proceed. This didn't happen to me in Tales of    Kenzera, and that's for two reasons. Firstly, the map - itself    a little difficult to read between negative space - reveals an    area in full at its start, meaning you never get the sense of    exploration and discovery as you proceed. Secondly, while the    world branches in multiple directions, progression is linear.    There are optional areas to delve into to find new trinkets,    often with plentiful insta-death hazards (so, so many spikes),    but for the most part the main path is clear beyond simple (and    literal) keys and locks. Metroid fans expecting an    interconnected world of backtracking and disorientation may be    left wanting.  <\/p>\n<p>    Still, while it's easy enough to pick out flaws, they're    forgivable due to the game's primary focus on compassionate    storytelling, told mostly through expressive artwork. Tales of    Kenzera thrives on its authentic African setting and offers    vital representation as a result. The care and attention to    detail here is clearly apparent, from the integration of the    aforementioned Bantu Tales, to the inclusion of a Swahili vocal    dub. The game's presentation merges modernity and tradition in    a unique global melting pot of ideas. There's Afro-futuristim    and folklore in its expansive visual design and intricately    detailed costumes and hairstyles, plus anime eccentricity in    combat. And its incredible score combines Western    orchestration, sci-fi synths and ethnic instruments. I've not    played a game like Tales of Kenzera before because this type of    setting isn't seen enough in gaming, whether due to    under-representation in the industry or perceived lack of    interest from players. But these stories deserve to be told and    Salim deserves praise for creating a game with a world that    feels so fresh and unique.  <\/p>\n<p>    The games industry needs diverse stories, both to highlight    difference and prove their universality. Tales of Kenzera    excites with its authenticity, yet its true power lies in its    emotive, earnest narrative that tells a father-son story of    grief that relates to us all and our hope for the future. As    Zau tells Kalunga: \"one thing I know about the human spirit is    that if there is a chance - even a shred of hope - of    potentially making things better, we take it.\" So reach out and    grab it.  <\/p>\n<p>    A copy of Tales of Kenzera: Zau was provided for review by    EA.  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Read the original post:<br \/>\n<a target=\"_blank\" href=\"https:\/\/www.eurogamer.net\/tales-of-kenzera-review\" title=\"Tales of Kenzera review: a compassionate Afro-futurist exploration of grief - Eurogamer.net\" rel=\"noopener\">Tales of Kenzera review: a compassionate Afro-futurist exploration of grief - Eurogamer.net<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> What Tales of Kenzera lacks in creative game design it makes up for in vital, passionate storytelling. Of all the Metroidvania elements in Tales of Kenzera: Zau, my favourite are the trees.  <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/transhuman-news-blog\/futurist\/tales-of-kenzera-review-a-compassionate-afro-futurist-exploration-of-grief-eurogamer-net\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[11],"tags":[],"class_list":["post-1124258","post","type-post","status-publish","format-standard","hentry","category-futurist"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/1124258"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=1124258"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/1124258\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=1124258"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=1124258"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=1124258"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}