Introduction to Arco’s World
I’m not cut out for life on the frontier. At the time of writing, I have died to bandits, lizards, beetles, random misfortune, and “snacks,” and I predict even dumber fatalities in the future. This is Arco, a “dynamic tactical RPG” set in a magical western world. It’s a 2D, side-scrolling game where you play various members of an indigenous community across multiple acts, often dealing with the tragic aftermath of colonialist crimes. Despite its grim themes, Arco is set in a beautifully crafted lo-fi world with innovative, deceptively simple combat.
An Unexpectedly Impactful Experience
I initially expected something visually appealing but conceptually familiar from Arco. However, I was impressed by what it managed to achieve with a minimalist setup. During the couple of hours I spent with the game, I switched between two characters: Teco and Tizo, both indigenous members of Arco’s community. They frequently clash with the ‘newcomers,’ the game’s term for settlers. The first act involves Teco, who embarks on a tutorial while en route to pay homage to the sacred tree, a key part of his community’s religious mythology. Despite its pixel art graphics, Arco vividly portrays its Mesoamerican setting with stunning style, making the landscape feel both lush and vibrant.
Intriguing Combat Mechanics
Teco’s journey involves acquiring an offering for the sacred tree, necessitating combat with lizards. Arco’s combat blends turn-based strategy with real-time elements. Players have a limited supply of ‘magia’ (action points) and can take their time deciding on their next move. However, both players and enemies move simultaneously, adding a layer of unpredictability. This combination of strategic planning and fast-paced decision-making is further complicated by the game’s guilt mechanic. Certain actions accrue guilt, spawning ghosts that disrupt the planning phase of combat, creating an ever-present sense of urgency.
The Weight of Choices and Consequences
My time with Teco ended abruptly and poorly, shifting me to play as Tizo, a seasoned bounty hunter seeking truth and vengeance. This quest exposes players to numerous choices, each having potential consequences that add more ghosts to combat scenarios. For instance, during my exploration, I mistakenly slaughtered some travelers, mistakenly thinking they were bandits. This led to the manifestation of guilt ghosts in subsequent fights. These intricate mechanics keep the gameplay fresh and engaging, ensuring that each decision feels meaningful and permanent.