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A serviceable platformer with gorgeous visuals and concepts that borrows from Okami and similar endeavors that's high on style and short on playtime.
But it certainly fits the bill for the "My First Vita Game" genre - it puts the system through its paces. And when you're in the heat of battle during one of the game's decidedly difficult bullet hell segments, you'll realize that you're playing a decent game. Poring through the Vita's current catalog doesn't immediately bring to mind any instant classics, and Sumioni likely won't go down in the books as a must-buy, but for what it is it's a serviceable platformer with gorgeous visuals and concepts that borrow from Okami and similar endeavors. If you're looking for a quick platformer to tide you over until your next Vita purchase, give Sumioni: Demon Arts a look. Treat your eyes (and your wallet) until something a little meatier comes along.
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| Release: | March 20, 2012 |
| Rating: | E10+ |
| Publisher: | XSEED Games |
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Written by Brittany Vincent (editor-at-large)
At a glance, XSEED's PS Vita debut game Sumioni: Demon Arts
strongly resembles that of the PlayStation 2 classic Okami. From the logo down
to the art style, it's clear that Sumi-e played a huge role when it came to
designing a world that oozed style and substance. Sumioni, as a result, is
gorgeous. It's also a side-scrolling delight that doesn't stray too far from
familiar conventions, but uses its aesthetic strengths to appeal to players of
all kinds. Vivid colors, a dreamlike world, and soothing Japanese-styled music
work together in harmony to weave an intriguing (and quite challenging) tale
that finds its place on the newly-released PlayStation Vita - if you don't mind
paying a little more than usual for a game this short.
Sumioni is a story of betrayal. Tired of living under the rule of a crooked,
morally decrepit Japan, a man named Tengan unwittingly unleashes a demon after
looking to change the world he lives in. You actually take up the mantle of said
demon (Agura), also armed with a magical paintbrush -- the similarities to Okami
certainly didn't end with the art style. Instead of turning night into day and
decorating bare trees with blooms, the magical paintbrush can create platforms.
You may draw the platforms via the L button or summon forth magical, elemental
attacks should you need to defend yourself. Thunder clouds, summons, and a
myriad of other attacks are waiting to be unleashed, but all require ink that
may be replaced via consumable items. In contrast, you can also erase platforms
by switching to water rather than ink, which also works on offensive enemy
assaults.

As you progress you'll quickly find that there isn't much to Sumioni aside
from the very actions described above: fight off advancing enemies, work through
the various traps placed throughout each area, and occasionally dispatch a few
bosses with predictable attack patterns. You'll burn through ink as if it were
an irreplaceable commodity, and often deplete your supply on one or two traps
and boss fights. Summoning godlike creatures to do your dirty work quickly
becomes a crutch so that you may fight on to see the story continue to unfold.
But despite its repetition, there's something to be said about the smooth,
strangely soothing gameplay. It's easy to slip into a type of "comfortable"
state when rushing along, creating platforms, felling opponents, and
occasionally engaging in bizarre races to the end of a level.
With that said, Sumioni doesn't have much time to fall into a groove. The
longest segments actually fall between the game's irrationally long and
painfully boring story segments - a wall of scrolling text accompanied by some
music - hooray! One playthrough (though not a perfect one, mind you) can be
completed in as little as a half an hour. If you don't score perfectly
throughout each piece of a stage you won't be heading to the lower levels of
each area, though hasty players will speed through like a twister. There's
little reason to come back if you blow through and complete even extended areas
your first time through though, making even the $20 pricetag feel a little
steep.
But it certainly fits the bill for the "My First Vita Game" genre - it puts
the system through its paces. And when you're in the heat of battle during one
of the game's decidedly difficult bullet hell segments, you'll realize that
you're playing a decent game. Poring through the Vita's current catalog doesn't
immediately bring to mind any instant classics, and Sumioni likely won't go down
in the books as a must-buy, but for what it is it's a serviceable platformer
with gorgeous visuals and concepts that borrow from Okami and similar endeavors.
If you're looking for a quick platformer to tide you over until your next Vita
purchase, give Sumioni: Demon Arts a look. Treat your eyes (and
your wallet) until something a little meatier comes along.

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