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The good news? He might have already found the cure! The bad news? He had a tiny little mishap that rendered him an amnesiac. Unfortunately, Hermes eventually started to crumble, too-resulting in a mysterious individual named Corvus going out and finding a new way to combat the plague. Standing at the forefront of alchemical science, Hermes was able to create a cure for the plague from the plague itself-shedding a much-needed ray of hope upon a world engulfed in ruin. One by one, kingdoms around the world found themselves caught in the iron grip of this illness and, unable to counteract it, fell to ruin-all of them except for one called Hermes, that is. The game’s story takes place in a world ravaged by a plague that is not only incredibly lethal, but seemingly incurable as well. Thymesia‘s premise is a rather interesting one. You should probably remember how to get rid of this sooner rather than later. We’re at a point in time where people (or, really, just game developers, I guess) are comfortable enough to attempt and try to mold the Dark Souls formula into something of their own, but are still in the process of trying to figure out what does and doesn’t work-a point which brings me to the topic of this review, Thymesia. However, the rise of games modeled after Dark Souls that come from non-From Software sources is still a bit of a novelty. Now, I’m sure I don’t need to point out how commonplace Metroidvanias have become over the year-that’s kind of a no-brainer at this point. Neither Dark Souls nor Castlevania: Symphony of the Night/ Super Metroid were responsible for creating their primary genres (action RPGs and platformers, respectively) but instead used their base materials to create something so unique and wonderful that people couldn’t help but try to replicate it. I’ve always considered the Soulslike subgenre to be the contemporary equivalent of the Metroidvania subgenre.
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