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[News] Tchia review – How Far I’ll Go


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Tchia is a charming open-world adventure game with some interesting sandbox ideas, but its Pacific Island-inspired world is the real feature.


Although Tchia masquerades as a Legend of Zelda game, the real strength of this open-world adventure actually lies beyond the fact that it features a Breath of the Wild-style physics sandbox, or Wind Waker-esque sailing. Drawing heavy inspiration from the locales and culture of New Caledonia – a French colonialist Pacific Island territory – the most standout moments in Tchia are the seemingly inconsequential ones, where you can appreciate the locale for its inherent beauty, without any worry of reward.

The ‘Tchia’ of the title is a young girl who begins the game living on a remote island with her father. On her birthday, her father is suddenly abducted by a strange force, and so Tchia sets off on a grand adventure to find out who abducted him, and hopefully get him back. 


It’s ambitious in scope – the game immediately lets you loose on a vast archipelago, sailing raft in tow, and tasks you to use your own intuition to do the best on the journey ahead. Tchia begins by casually flitting through dozens of tutorial pop-ups, for countless small systems, while at the same time providing you with absolutely no guidance at all. In the game’s opening hour, you begin feeling as lost as the young Tchia would, as she has seemingly never left her island, sailed, or interacted with the outside world before.

What much of the game eventually boils down to is the act of exploring the world, finding collectable items, returning them to quest givers, and then finding what you need next.

This rudimentary flow is something Tchia feels keenly self-aware of. The first major lead to finding the big bad results in the young Tchia coming up against corporate bureaucracy, requiring her to sign endless reams of paperwork in the lobby of a towering monolith, and agree to provide a list of specific items to book an appointment. It’s a jarring invasion of modern capitalism into the natural environs of the locale, both physically and ideologically. Curiously, the game seems to both denounce it (given the clear use of industrial locations as enemy outposts and antagonistic locations) and embrace it at the same time, with the prevalence of claw machines and gold trophies playing their role in building out an enormous dress-up wardrobe for Tchia.



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