Zeldalike Animal Gods Reborn Will Be Born

what animal is that then?

The age of “Zelda-inspired” is very much upon us. After the best part of a decade of our being besieged by Mario-inspired platformers, Johnny Indie’s sights are aimed a touch higher these, at Nintendo’s deathless action-adventure/fairy-bothering series. Latest case in point is Animal Gods Reborn, which has just successfully cast its Kickstarter incantation and is now preparing for the dark rite of stretch goals. Set in Bronze Age Europe, it’s all about battling the titular beast deities. And speaking of concepts from the dim and distant past, it’s even got a demo.

Here’s the pitch video. Not sure I’d know it was Bronze Age-set without being told, but it’s quite pretty in a stark sort of way:

Animal Gods is the work of Still Games (which I initially misread with some shock as ‘STD Games’ cos of how they’ve done their logo), a newbie studio from West Virginia. Its star is a woman called Thistle, who takes her raggedy-edged bronze sword and bow on a beastie-killing and chasm-hopping adventure through an open world, determined to eradicate a strange corruption which has affected the gods. Actually it’s about ethics in animal deities.

While it’s always good to see one, the short demo (PC or Mac) gives away very little other than the art style and movement, plus I found its dash mechanic and assorted insta-death obstacles faintly exasperating. It is, however, an alpha demo, so it’s not fair to get all critic-y just yet.

There’s a day and half left on Animal Gods’ Kickstarter clock, but it’s already reached its $26,000 goal. It’s due out in 2016, in theory.

Now, let’s please have an Animal Man game.


  1. trypsonite says:

    Basically an ugly, sluggish Hyper Light Drifter

    • exleus says:

      Read your comment as I let the video buffer for a second and thought, “that’s a bit harsh,” but the dash maneuver sealed it pretty much. I don’t want to be mean spirited but the combat all looks very game-maker to me. Slow sword swings, enemy knockback is just a simple “move back at X speed for Y time,” charge attack barely acts differently from normal. It seems very first pass mechanics with no refinement at all.
      I appreciate their effort, but more than anything this just makes me appreciate how much work must have gone into making the old Zelda’s actually work, especially on the original Gameboy or the NES.

  2. Scurra says:

    When I queried the dash mechanic they replied to observe that this would be classed as a level 3 obstacle (although without saying whether that was high or low!) so it wasn’t necessarily representative of the early game – and, of course, one of the defining glories of the Zelda games is that their learning curve is pitched almost perfectly so that you are never dropped into something entirely unrehearsed, but with the expectation that you should figure out how to apply what you have learned. So I fully expect the dash mechanic to be introduced in a somewhat less harsh fashion than the demo…