The Knight Witch Asks You to Save a World that You Have No Reason to Care About

The Knight Witch opens on revolutionary violence. A Knight Witch (notably not the titular hero) blasts their way through the last defenses of a crumbling techno-empire. The fractured earth still dies, but there is some hope for a normal life below the surface of the world. Despite the game’s bombastic, girl power premise, it attempts to raise serious political issues. The Knight Witch reaches for the heights of Final Fantasy, where a fantastical narrative earns some socio-political and spiritual heft. It lands closer to the normal malaise of action games, where simple thrills feel like paper over the cracks of an ill-conceived narrative foundation.
Although The Knight Witch’s thrills are predictable, they are competent. The game manages a formula that makes each of its systems both legible and useful. In brief, The Knight Witch is a search action game by way of a twin stick shooter. One stick moves, the other aims. Shoot enemies and dodge their bullets. Face buttons activate spell cards which swap in temporary, but powerful, weapons, unleash special attacks, or bring in creatures to aid you. Using spell cards costs mana, which you can earn back by killing enemies. Even with the light deck building mixed in, most folks who play games regularly should feel at home with The Knight Witch’s basic verbs.
The rest of the game is typical Metroid fare. Explore new areas to gain new abilities to explore new areas. You can also pick up additional card slots, health, and mana by finding items in the interconnected world. The primary twist is in the game’s social angle. The Knight Witches gain their power through “the link,” the belief that other people have in their power and goodness. The more people that you rescue or help, the more power you will gain via level ups.
While The Knight Witch’s world exploration is mostly perfunctory, its combat has some real bite. The simple dance between popping power with spell cards and risking your hide to pick up mana forces the kind of split-second decisions that thrilling action is made from. Boss and enemy design is wily and devious, constantly requiring you to mix up your strategy in fun, and frustrating, ways. Unfortunately, the frustration can overtake the moment-to-moment fun. The Knight Witch is hard, which encourages getting items and level ups. Without fast travel, this means backtracking. While I admire the chutzpah of not granting that simple convenience, The Knight Witch’s world is simply not that compelling to explore. The necessity of upgrades and the rate of new abilities also ensures that you will be revisiting areas often. It gets tiresome, especially on a deadline.
It doesn’t help that the game’s world is a smattering of generic fantasy gestures, influenced more by absentmindedly scrolling through Deviant Art than by any particular artist. In some sense, it’s hard to fault The Knight Witch’s style. It’s slick and shiny, weapons hit with the appropriate punch and sheen. The environments are varied, both musically and in presentation. But frankly, talking about a game’s world in this way is mere gamer nonsense. The Knight Witch’s aural and visual pleasures do not linger, they flicker out. The patterns and textures are flat, basically centered around elements. They are satisfying enough as flashing images, but cannot build to anything more.