Indivisible from Lab Zero Games is an action-adventure RPG with a unique style of fighting. I had the honor of trying out one of the latest builds for the game while at E3.
Before the demo started, I was given a short presentation about the game. Indivisible stars Ajna, a tomboy with a hidden power as well as a literal world inside of her. She can absorb people into her mind, and she can talk to these people outside of combat. There are multiple people that can occupy her mind, and each one has its own use for being inside of her. The first person that you can access is a woman who can upgrade your skills when you find gems. The world of Indivisible has multiple sections to it, and each has a unique style of design that is based on real life mythos. I was told that my demo would take place in the beginning area, which was a forest. After the presentation was done, I was able to start playing.
The tutorial was pretty simple and straightforward. Each character in your party is bound to one button, and to attack, all you have to do is press that button, and when you are attacked, you hold down the button of your party member that you wish to block. Whenever you attack, you have to wait for your attack meter to recharge before you can attack again. Also, whenever you attack, you build up a meter, and every time you block, that meter drains. As I moved through the level, I met my second party member who was sarcastic and absolutely hilarious as a result. Going into battle with her, I then had two different buttons I could press, but then I also had to focus on blocking with two people as well. As I traveled forward, slaying enemies and gaining experience, I met a woman who said she could help upgrade my characters if I brought her gems, and she essentially provided my first upgrade for free. Afterwards, I was able to meditate at any time outside of combat and enter the dream scape to visit her.
The upgrade I received allowed my party to attack twice now instead of once, so that made 4 attacks possible at once. Shortly after, I entered a temple and got my third member to the party, a young swordsman with a noble cause. With three characters now, things were starting to get a bit more complicated with combat, but in a good way. At this point in the game, I was learning that whenever you attack with a character, enemies cannot attack, and the game almost seems to pause for the enemies until you stop performing actions. With this in mind, I took my time learning how to juggle enemies and performing custom combos with my crew. Soon after, I met my fourth party member, an unarmed fighter who used a cloth to attack lots of enemies at once. At this point, I was performing 8 attacks in one turn to set up some awesome combos. It really is something that I’ve never played before, and it kind of reminded me of a fighting game. Each character can be one part of the combo, or they can just straight up be the combo.
Shortly after, I found an axe that was now used as my main weapon. I was also informed that in addition to being a weapon, I could use the axe to climb up walls. It really is as awesome as it sounds, for Anja chops into a wall, jumps, chops, rinse and repeat. It was really neat that the weapon was given a use outside of combat. After a bit more exploring of the temple, I fought my first boss, an upright, armored boar with two swords. He used attacks that targeted a lot of party members as well as single attacks that dealt a lot of damage. My party was wiped a couple times, but then I was told that that meter I mentioned earlier had one other use. I could use it to have one of my party members unleash a powerful move.
This bar has 3 meter levels, and each level can optionally increase a party member’s special move. Each increased level will unleash a different form of attack. For Anja, her level 1 special resurrects and heals allies. Her level 2 special unleashes a deadly combo, and her level 3 does the same combo except it extends it and it sets up for someone else to continue damage. At this point, I was able to finally dispatch of the boss.
Due to time constraints, I did not have much time afterwards to play, so I was given the option to fight the final boss of the demo, which I agreed to do. Since I skipped to the end, I was given the upgrades you would normally get at the end of the demo. I only had one chance to really kill the boss as a result, and it was one of the most intense fights of my life. The fight opened up with a giant spider surprise attacking me as I was moving throughout its layer. As the fight started, I now had 3 attacks to work with for each character. I worked on getting some decent combos off on the boss, and all was going well, but then, something interesting happened. One of the attacks actually interrupted combat and sent me back to regular movement. However, the boss continued to attack me, and I had to dodge obstacles that it threw my way. This was one of the most awesome mechanics I have seen from a video game. Because of the seamless transition from moving around to fighting, the flow of the boss fight was not interrupted at all, and it added this cool new method of combat as well.
I had whittled the boss down to its last health bar, but unfortunately, it was too much for me, and my party ended up getting wiped. Because there was no time left to try again, it was one hell of a cliffhanger to be left on. I am sure that if I had another go, I would be able to beat it, and I look forward to playing the full release of this game.
Indivisible will be available on PlayStation 4, Xbox One, Linux, Nintendo Switch, Windows, and Mac OS sometime in 2019.