

Many game worlds are crafted around archetypal building blocks that draw upon established fantasy, sci-fi, and other well-traveled ground. Eastward builds a world that feels real, heartfelt, and intriguing. Surprisingly, Eastward does not live and die by its combat or puzzles. Overall, controlling John and Sam both in and out of combat feels alright, but there are only a few truly interesting boss encounters and puzzles, and those are primarily found in the late game. Most of these puzzles are simple to figure out, but a few involve enemies that attack your characters while they are defenseless (forcing you to swap control between them) or involve time trials that overstay their welcome late in the game. Many dungeons include puzzle segments where the player must control the characters separately, moving them around to interact with the environment to get past elevators, overgrowth, and a multitude of other obstacles.

The combat remains simplistic throughout the game and isn’t really satisfying. Sam can manipulate the world with energy blasts, and she gains even more powerful energy attacks that must be charged up before unleashing them throughout the journey. John takes care of the rough fighting at first and uses ranged weapons and a few types of bombs to break walls and take on bosses. The tale starts simply, with a frying pan weapon to swing furtively about, a Zelda-like structure of acquiring heart containers, finding keys to make your way through dungeons, and swapping between characters on the fly to solve puzzles and handle fights.
