Tanzia is a perfect example of such a situation as it hearkens back to the days of old-school, open world adventure/RPG games. For me, it shares a lot of similarities to vanilla World of Warcraft, something I was more or less addicted to back in the mid-2000s. That is why the Switch trailer of Tanzia had me so excited: a trip down nostalgia lane is never a bad thing. Or could it be?
StoryYou begin your adventure as a nameable protagonist, who is the grandson of a highly respected shaman in your tribe of fish-like humanoids. They are fish that rely on boats, so probably not fish at all (but I'm committed at this point). Years ago, your island was attacked by the undead powerhouse known as The Skeleton King. Although your tribe managed to protect the village and push the opposition away from the island, much to the thanks of your grandfather (grand...fish?), it wasn’t done so without a price.
These events are told to you in-game by way of beautifully crafted cutscenes and respectable voice acting, which more than starts your adventure off on the right foot. This avenue of storytelling is something that Tanzia uses frequently, and makes the main plot that much more interesting because it’s used in such an effective and enjoyable way. This is further amplified when coupled with the more uncommon tribal setting and its approach to graphics. Everything just works. While side quests are your typical MMO-like fare, none of them really stood out as terrible either. The main protagonist is silent, which I really appreciate as it would have only served to muddle the goodness that is going on with the rest of the storytelling toolkit.
GraphicsThe art direction of Tanzia may be one of the main points of contention for potential players, but I absolutely adored it. It is clear that the idea behind the design was to bank on style rather than fidelity, and I think they nailed it. Although it could be considered a quite dated look by today’s standards, it manages to still excite and stimulate visually because it knows what it wants to be and doesn’t try to be something it’s not.
World of Warcraft once again is a great example. Even though its graphics have improved vastly over the years, it’s still very dated in comparison to more realistic MMOs. That said, it plays so well into its art style that it's easy to appreciate despite not offering cutting-edge visuals. Ultimately, the graphics in Tanzia are cute, colorful, and easy to process. If you are anything like me, you will have no problem immersing yourself in the world even though technically it looks like an old game.
PerformanceMore importantly, the game runs superbly whether you are on the go or glued to the TV. There are a couple of instances where you may lose frames (when taking in a large area or amassing a train of 200 foes like I did), but those instances are few and far between. The game also bugged out one time during the final sequence, forcing me to start it completely over. Regardless, Tanzia runs great for the most part, which is saying a lot as I tend to be critical of performance in most games.
SoundThe sound effects and music are well done, playing into the whole tribal aesthetic to a T. It is set up very much in a MMO-like fashion where you might hear a tune upon entering a new zone before it fades out in favor of natural ambience. I prefer this method in more open world settings, letting the realism and immersion factor of exploring a vast area take over rather than being potentially distracted by the music.
The Straw Breaker: CombatAs I’ve alluded to already, Tanzia started out strong for me, especially with it playing heavily on my vanilla World of Warcraft memories. Once your training wheels are off, you are rearing to get out into the world and explore it as you see fit. You will discover early on, however, that something isn’t quite right in terms of combat. As a shaman, your skillset consists of a standard melee attack, various offensive magic spells, and alchemical potions. Out of all of these, I would say that alchemy is by far the most important of the three, and is one of the main reasons that Tanzia’s combat didn’t feel great to me.
Potions and Mana RegenerationAllow me to explain. It’s not the fact that you have to make and use potions that is an issue. I generally don’t have any problem with a game’s iteration of a crafting system, and this one is pretty straightforward stuff. On top of that, the whole alchemy usage plays well into what you would expect a remote, shamanistic tribe to do. So, what is the problem? Tanzia relies far too heavily on alchemical concoctions, so much that it makes a game like Diablo 2 (known for potion chugging) look like a singular, post-work beer in comparison.
I’ll be honest and admit that I rarely play casters in any game, which is why I could be considered in the minority with that whole rant. However, in the games I have played as one, they always had some sort of base mana regeneration, or some way to reach it passively from a skill or equipment system. Now, Tanzia does have mana and health regeneration potions available, but again, that’s just more potions you have to consume.
Do keep in mind that the potions come at a cost, whether you buy them from a vendor or farm up the reagents to craft them yourself. If you choose to make your own, consider that you will probably use potions during the farming process, creating a never-ending cycle of using potions to make potions. You see what I’m getting at here? Simply put, the amount of potions you will use in this game would spark concern from a real life drug addict, and I don’t think that is a good thing. As a side note, this isn't a problem towards end-game, when you have almost unlimited funds. But even then, it doesn't change the fact that an over-reliance on potions is just not an enjoyable mechanic.
Hotbars, Kiting, and Spell DesignThe potion issue is compounded with a limited hotkey (or hotbar) system. Those who have experience with any hack-n-slash game are probably familiar with these already. You can only have a handful of spells and/or potions bound at any time, which is not inherently an issue. Once again, the problem lies with the execution of the mechanic rather than the mechanic itself. You will want at least a couple different potions on the bar, as to not have to open the menu every 5 seconds to use one. That only leaves room for a few spells, which you’ll probably cycle through entirely each and every encounter.
More often than not, enemies that can be slowed can easily be kited without being slowed whatsoever, where the ones that actually move faster than you (ie. the ones that would make sense to perform slows/snares) are almost always immune to your slowing abilities. The Root ability in Tanzia is fantastic in theory because it costs almost nothing to perform and is instant cast. But I never found a reason to use it outside of those god-awful ogre-people who run away when low on health. In short, the slows, stuns, and snares usually don’t work on the enemies you would expect them to.
That leads us to the second issue: health versus damage output. You will find that most enemies at your level (and even some much lower than you) take at least 4-5 spellcasts to defeat. These spells can have anywhere from a 7 second to 60 second cooldown. So, if you go through your spells and the enemy/enemies are still alive, you’ll either have to switch to melee (sucks, and usually not an option if you’re facing multiple opponents at one time) or run around while your spells refill, neither of which are fun.
And don’t forget that the hotbar limits what you have at your fingertips at any given moment, thus leading you to running in circles waiting patiently to press things. What’s crazy to me is that you can actually cast a spell and it be on cooldown, open your spellbook, equip a different spell in its place and then use it. Why not have a larger hotbar, or the ability to swap between two hotbars considering the only limiting factor to using your entire skillset is the size of the hotbar?
If you don’t want to do that, why not give a reduction to cooldown times across the board, with the tradeoff being potentially less powerful spells (if that’s even an issue)? In my opinion, the reliance on kiting feels much more exciting when you have a lot of buttons to press (or able to press the same buttons often) rather than mindlessly running around until something pops. It's worth mentioning that these combat-related rants become a non-issue towards the end of the game, because you'll be sitting on a stockpile of money and have some of the best equipment in the game. But by then, it is too late to really even matter in the grand scheme of things.
ConclusionLet me be clear: Tanzia is not a bad game. In fact, it is a good game in many ways. The storytelling is on point, with the supporting cutscenes and voice acting doing a wonderful job of portraying the scenario at hand. While the graphics may not sit well with all parties, it was right down my alley and had me reminiscing of the early days of World of Warcraft.
Great: Must Play.
Good: Worth your time.
OK: Some notable flaws.
A review copy was provided by the publisher.
Editor. Indie Developer. Weight Lifter. Pit Bull Advocate. Tattoo enthusiast. All Around Nerd.
Nintendo Switch Friend Code: SW-3166-1959-0010
July 31, 2018 11:10:16 AM
|So far I am not disappointed in this game. I love so many things about it and it definitely feels like solo leveling a mage in vanilla minus the other players (which these days isn't so always a bad thing). I haven't finished yet due to baby aggro but I would love some sort of horde mode to add replayability. I do see where some might not like the potion dependency as it is different than other games and many probably go in expecting a different experience. So I appreciate this review giving the heads up so that I can adjust my expectations and I imagine it's helpful to others to help them decide if it's their cup of tea!|
July 19, 2018 05:23:10 PM
|As I think my earlier comment might come of as too negative, let me add my personal pros and cons. Some mentioned in the review as well.
No loading, really impressive
Enjoyable fonts (if that's a thing for anyone but me)
Solid control options
The potion drinking, mana issues
Slow tutorial, it feels like this game is made for people who knows about kiting and general MMO mechanics, at the same time it has a tutorial that cannot be skipped, which feels like this is for absolute beginners.
Lack of quest markers
Lack of names/signs/anything on top of characters
Too little music (and again, what's there is great)
Map needing a pause to see (especially annoying since markers, minimaps etc. isn't there)
This game is really close to scratching that open world, simple fetch quest itch and has a good story.
I played a bit more, had the mentioned issue with defined keys dissapearing once again, but only once. Changing the bar to two bars activated similar to how Sacred worked on console, made it much more fun for me. Great option!
Still even if mana management is fun, at least let's have a base regen. So much potential here, crossing my fingers for updates.
July 19, 2018 03:00:37 PM
|Great review. I got a solid overview of what to expect, especially the Vanilla wow mana issue.
However I wish more had been mentioned about (the lack of) loot. And any kind of marker for quests (apart from in the pause menu) and any markers over quest givers. I have little interest in clicking each and every NPC to find out if they have a quest or not.
Also I have had several instances where changing key bindings on the cntroller was reset after death. Pretty annoying and enough for me to wait for (hopefully) an update before continuing.
For now a dissapointment with it also lacking the charm with the fast, relaxing grind that WoW was replaced by a slow tutorial for things I did know and endless kiting. Not a bad game, but just not clicking for me.
July 18, 2018 03:26:46 PM
|@16bitSwitch - I have no doubts that you, as well as many other people could potentially find much more enjoyment out of Tanzia than I did. But I do feel like I had a well enough grasp on the mechanics to determine that my issues therein were not due to a lack of understanding of the systems themselves, but rather my personal tastes of them. I just did not find the reliance and necessity of potions to be an engaging experience, though that is not to say that it will be an issue for everyone!
July 17, 2018 06:33:36 PM
|Very detailed and well written review, I was worried about the mana issue you mentioned until reading the developer's response here and that relieved me. Maybe just takes learning the ins and outs like any other game, I will play as Rolfewiz says it's intended and see if I get a different experience :)
July 12, 2018 02:05:57 PM
|@Meatballsub Glad you liked the story! I spent a lot of time on it. Sucks you didn't like the combat though. During beta testing, some people liked the combat a lot, and some didn't. We changed and improved it a lot based on early feedback we got. I personally played a lot of Everquest (Level 60 Wizard on Povar) and WoW (Level 80 Mage on Grizzly Hills) and I think the combat in Tanzia is a definite improvement over both.
You're right to compare Tanzia to an MMO. I think that's a fair general comparison. We deliberately wanted to create the sense of freedom and adventure of an MMO, and the immersiveness of the environments. The gameplay is different from MMOs though. It's faster and a bit more twitchy. It also doesn't try to prevent you from power leveling, exploiting, or generally finding overpowered strategies the way an MMO does. It's single-player, so there's no "delicately balanced ecosystem to maintain" or whatever excuse they use when they nerf all your stuff in an MMO.
Another important difference is that you have to hotbar potions in WoW because it takes too much time to use them from inventory. But Tanzia pauses when you open your inventory and you can use items straight from your inventory screen. So there's usually no reason to take up hotbar slots with potions. There are a few exceptions, like the crab whistle you have to use every few seconds to round up crabs at The Docks. But usually you don't need to put potions or other items on your hotbar.
You compared potion use in Tanzia to potion use in WoW, but Alchemy and potion use in Tanzia is very different because it's a core component of the gameplay. Potions are everywhere in Tanzia, cheap and plentiful. For mana regen specifically, what you're describing would truly be painful in WoW, but Tanzia has 3 different sizes of mana potions each with individual cooldowns, 2 different types of potions that restore mana over time pretty rapidly for several minutes, several gems you can equip to restore mana during combat, and several items and gems that increase the size of your mana bar. Also, in the first half of the game, you're never more than 5 or 10 seconds walk from a totem that restores your mana bar from empty to full in just 5 or 10 seconds. Also being in any town rapidly restores your mana. The reason I did it this way is that I wanted it to feel more dangerous the further you get from town. When you're far from town, you slowly run out of supplies. Towns feel safe, warm, and inviting when you return to rest and restock supplies. Returning to town also autosaves and plays warm music to match.
Anyway, thanks for taking the time to play it. Really love your site. Shoot me a message if you have a chance. I spent a lot of time on the story and you're one of the only people who knows how it ends, so I'd really like to hear what you thought of the ending!
July 12, 2018 11:25:13 AM
|@fahsky Sorry, by "it" I meant that I had to restart the entire last dungeon; not the entire game. Had that been the case, I would have had a much more negative reaction towards the game than I did!|
July 12, 2018 08:12:41 AM
|"The game also bugged out one time during the final sequence, forcing me to start it completely over." You had to start the final sequence over, or the entire game? Either way, I'm not biting, it just doesn't sound enjoyable.
July 11, 2018 09:45:04 AM
|Thanks for the review. I do remember potion chugging being much more a thing in vanilla WoW - even as a Hunter I had to manage my resources much more studiously than in the modern era. Although I find current WoW to be almost TOO forgiving in that regard. Something in the middle would have suited my needs much better.
It sounds like the hotbar issue really comes down to the fact that Tanzia is modeled after a classic PC game, but being built for consoles. So the quality of life improvements needed for such a conversion just weren't completed well enough.
I might still pick this up eventually, but I'll probably wait for a decent sale.
July 11, 2018 09:32:49 AM
|Good review. I remember playing vanilla WoW and I don't want to go back to that. Magic users weren't really fun in the beginning when WoW launched. Hopefully Tanzia can fix the mana issue, sounds like a fun game but the mana regeneration issue makes me want to pass on this now. Maybe in 6 months this will be a great game.
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