Kotama and Academy Citadel - PC Review

Kotama and Academy Citadel by developer Atomstring Games and publisher 2P Games—PC(Steam) review written by Richard with a copy provided by the publisher.
 
Estimated reading time: 9 minutes

Are you interested in a new metroidvania title that actually has some interesting rare aspects? Played too many and now they all seem the same? Well then, perhaps I can interest you in a cool title called Kotama and Academy Citadel.

Kotama and Academy Citadel stars Kotama, who is an exchange student at Carmel Academy. Upon arriving, you’re notified that the Academy is currently undergoing a student election for the position of Carmel star. Since it seems fun, Kotama decides to participate. As such, it is now your goal as Kotama to help out the other students to get their votes, as well as visit the four department heads to try and get some of their votes as well. That’s all the plot you’re outright given. Don’t get me wrong, there’s a lot more going on and it’s super interesting, but it’s all hidden in sidequests and notes you can pick up that are strewn about the Academy. Do your best to help people out and find those notes to figure out what’s really going on.

As far as gameplay is concerned, Kotama follows the general metroidvania format, but builds upon it in it’s own unique way. A 2.5D adventure through a school with various themed zones, you will be engaged in side-scrolling type combat and platforming. Both combat and exploration have their own unique twists to them, so let’s start with the action packed combat.

Fighting enemies is pretty neat with Kotama. You will start with your first weapon the Umbrella Lance, but are able to unlock more as you progress through the game. Each weapon as enhancement levels which increase damage, but also allow you access to unlocking skills for those weapons as well. Each weapon has it’s own unique playstyle, and once unlocked you always have access to them, both for combat and exploration. Each weapon has a light combo and a heavy attack. The interesting aspect here is that light hits splash chrono fluid on enemies. Once enough has built up, enemies get a purple outline and hitting them with a heavy attack detonates the chrono fluid, dealing damage to both the enemy health and guard gauge. Enough hits to the guard gauge and the enemy is stunned for a while.

Each weapon can also parry attacks, but has a different range that you can parry in, and deals different chrono fluid build-up as well as different damage values. Each weapon is also really unique in how they feel in combat, but none of them are worse than any other. It’s entirely what you feel most comfortable with. I actually swapped between all three fairly often depending on what I was fighting. This is pretty important if you’re trying to parry, as some attacks cover a wide area.

So, let’s say you’re getting hit often in combat, how do you heal? Well, the game handles health and healing in a pretty rare way. Basically, you have very few hit points, but you do have a shield/armour system. Your shield can be recovered by spending the in-game currency to fully recover the shield, or by detonating the chrono fluid on an enemy when you get access to the ability. Since upgrades get rather costly the later in the game you are, it provides a very interesting balance between keeping money for healing, or spending it on upgrades or purchases at the shop. I personally don’t recall playing a metroidvania where the currency is directly used to heal, so I found it a really cool idea.

So, let’s talk about the exploration and some of the unique tools and mechanics used. In terms of metroidvanias, the standard progression gated behind abilities and upgrades are there, as well as some bound by certain weapon aspects. For example, the umbrella lance can be opened to float slightly, slowing your descent and allowing you to get to further platforms. Your other abilities are mostly common to metroidvanias: a dash, a grapple/slingshot, and abilities to get through specific door types. What isn’t common is how the Kotama handles some of the character abilities. First of all, the dash is also a slide while moving forward to get into small tunnels. Normal enough by itself, but if you slide/dash forward off a ledge, you conserve direction/crouched posture. This means if there is a small tunnel in a wall opposite a ledge, you can dash off the ledge  and straight into the tunnel/hole. Not all that often done I find, so when I discovered that, I was pretty happy. My favourite ability though is the one you get to go through metal grating. I did not see it coming, and it was the most unique way of handling metal grated blockers in a metroidvania I have ever seen: you turn into a slime creature and sort of amorphously blorp through. On it’s own it’s not a truly unique ability for games in general, although exceedingly rare in metroidvanias. Couple this with how you can slingshot and turn into a slime to yeet yourself through far away grating or through ceiling grating? Oh man, did I ever enjoy that. There is something oddly satisfying about seeing you fling yourself across a map and through a metal grating.

Now, let’s talk about another pretty unique exploration mechanic: time. Yes, I know timed quests and such are nothing new, but in Kotama and Academy Citadel time only progresses every time you enter a new room you haven’t been in since your last visit to the rewind station. Every new room you explore increases the time by one hour, and returning to the rewind point will turn back time. Some interactions can only be done before certain hours, which means you either have to get there with the shortest route, or by getting enough upgrades to the amount of time you can rewind to give you enough leeway to get there in time. There are these stalks hidden in the academy that can recover one hour of time when you hit them, but they are often hidden behind fake walls and in hard to reach areas.

So, what happens when you run out of time? Well, nothing too serious really. You can still explore, and you’re not locked out of anything you can’t solve by rewinding time for specific quests. What does happen however, is that any enemies fought in locked rooms (yes including bosses) get a lot stronger. They also give better rewards though, so there is a reward for “increasing the difficulty” as it were.

Here’s an interesting topic for the more veteran metroidvania players: quality of life options. Those like me that have to 100% metroidvanias can sometimes get frustrated when you’re missing one item and have to go slapping every wall in the game trying to find that one missed item. Thankfully, Kotama and the Academy Citadel does two things to make this a non-issue. Once you get to the end game, if you’ve activated every map room, then hidden areas on the map are indicated. Since rooms show on the map in the general shape of the actual room, an addition is added in grey if you haven’t been there, a really nice feature. Additionally, you can get an equipable ability that will indicate on the map the locations of important upgrade items. Since these are only obtainable at the end of the game, it doesn’t make exploration feel pointless, but helps with cleanup. As an added bonus, the map itself will usually note important aspects such as abilities, health and shield upgrades, and sidequest objectives. You can also place up to 50 tokens on the map to indicate places of interest.

The developers are also very invested in community response, as they actively fix or change issues people have. Don’t like the glasses that Kotama gets given early game? You can toggle those off. Not a fan of the fanservice shots on beating a boss? Turn on streamer mode. Trying to do a platforming section but you keep accidentally backdashing into a hazard? Toggle off backdash for the platforming section. They’ve even added platforming section skips you can turn on if you aren’t good at them. A bunch of these were actually patched during the period I was playing, which feels nice as a player to see the developers invested in their players like this.

Honestly, I don’t really have many complaints with Kotama and Academy Citadel. Almost all the issues I did have were either of my own making, or solved through a patch before I could voice them. My only remaining complaints would be the occasional lag I got when returning to the train hub/rewind station from too far away, and the final film for a sidequest. The lag is because my computer is getting old and I have the graphic quality set to Picasso instead of potato, but the final film I only found because I did a full lap of the train after I’d done literally almost everything else. I’ll have to doublecheck to see if I just missed a note or something on my next playthrough.

For a few aspects I really liked that I haven’t covered yet, I’d refer to the “secret” boss and the graphics of Kotama. As your shield gets damaged, Kotama’s clothes get progressively more worn out, and I’m pretty sure drained of colour. Similar for a specific ability on cooldown, the colour of one of here clothes items turns white on cooldown, while it returns to dark purple/blackish when charged. Really nice design choice. The secret boss though? That I loved. Oftentimes I feel you can tell how much developers like their own game by the quality of the optional content, especially late game optional content. The secret boss in this game? One of my favourite in any metroidvania I’ve played. Easily top 5 optional end/post game metroidvania bosses I’ve ever fought. Great design, cool animations, wonderfully integrated into the extended storyline, and a challenging but not unfair fight. Yeah I got my butt kicked a few times, but I really loved the fight. Exceptionally well done execution.

The graphics are also pretty on point as well. While the game does take a…very fanservice-like view of the characters in the all girls academy you’re in, the art is well drawn and each unique character has their own theme in outfit going on. Additionally, while the different areas of the academy are somewhat similar in terms of base background, they are all enhanced by the unique theming for that area of the academy. Furthermore, the character animations are great. Everything looked really smooth, and none of the characters or enemies moved in an awkward fashion. Enemy types are pretty varied as well. While the game isn’t super long, clocking in at about 17 hours for me to get 100% completion, it also isn’t more expensive than the game is priced at, so I’m happy in that regard as well. 

Overall Kotama and Academy Citadel is a stellar addition to my extensive metroidvania collection. The combat is fluid and fun, exploration feels really rewarding, quality of life inclusions are very welcome without taking away from gameplay, the multiple weapon system is fun and rewarding, and character interactions and discovering the back story is exciting. I thoroughly enjoyed my time guiding Kotama to becoming the next Carmel Star, and I hope that you do too. I can’t wait to see what the next step for 2p games is after this.

Score: 9.5 / 10
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