Keeping time

There are many reasons to play and write aboutArco.

The sparse, expressive dialogue, each phrase carefully tucked inside its speech bubble.

And the little things at the level of how you move, what you do.

A boss battle in Arco, with a character firing bullets in all directions

you could also visualise where enemies are heading and what action they’ll perform next.

Keep pulling back, keep skirting the perimeter, and you’ll be relentlessly zoned or swamped.

You must kite the sword-wielding conquistadors while manouevring toward the gunslingers positioned behind them.

Cover image for YouTube video

There’s a sobering narrative dimension to all this.

It took me a while to work out what all this reminded me of.

At first, my thoughts drifted to ancient PSXRPGGrandia, and there’s probablysomething in that comparison.

A battle in Arco, with a plant shooting projectiles in all directions

Don’t get me wrong, it’s not Crimzon Clover.

But it tickles the same bits of my brain.

Or at least it would, if I were any good at bullet hell shooters.

A sloping mountain city in Arco

I love looking at these games, at their devious and obliterating polychrome patterns.

There must be a few, right?

The world map in Arco, showing routes between forests and settlements