r/metroidvania • u/SoulsborneSeeker • 7h ago
Image Is TOMBA! as good as you remember? - TOMBA! Special Edition Metroidvania Review
Hello, everyone! Please find below my review of TOMBA! Special Edition, a re-release of the 1997 PlayStation classic metroidvania TOMBA!, and one of the weirdest games you'll ever play!
A video featuring footage of the game alongside my commentary can be watched here: https://youtu.be/4Tej6cMq-1E
For those who do not want to watch the video:
Price: 19.50 Euros
Completion Time: 10 hours (about 90% overall completion rate).
Platforms: PC, PS4, PS5, Nintendo Switch
Me and Tomba!, or Tombi! as it was known in Europe, go way back, with my younger self having spent countless hours playing its demo on the PlayStation before managing to gather enough allowance money to purchase a copy. That being said, as much as I loved it, its elevated difficulty didn't allow me to complete it back in the day, something that always bugged me when the game would revisit my recollections from time to time. And so, imagine my surprise when I learned that a special edition of Tomba! would be coming out in 2024, giving me a second chance at redemption and, after having spent several hours with it, I'm glad to finally scratch that goal from my nostalgia bucket list.
Now, the question that remains is, does Tomba! hold up in today's reality, or did my young mind back then and nostalgia goggles later on build it up to be something more than it actually was?
Pros:
- In my humble opinion, the land of Tomba! is one of the most entertaining and bizarre places I have ever traveled across. There's a good number of diverse biomes that you will be called to explore, from colorful villages to windy mountains, all the way to lava caverns and a haunted mansion, just to name a few, all of them filled to the brim with some of the weirdest and most obscure secrets and quests that I have ever seen in a game, something I will expand upon in a moment.
- The map of Tomba is divided in layers, meaning it allows traversal, both, in side-scroller fashion as well as in depth, which sets the tone for some interesting exploration and secret discovery without ever coming across as overwhelming. It's really hard for me to stress how ahead of its time this open world was, with every aspect of it holding meaning and every nook and cranny potentially hiding some weird item, character, or strange locale, most of which usually end up initiating an event for you, which leads us to one of the core ingredients of Tomba!
- Almost all of your time in the game will be spent trying to solve events that will keep popping up for you, which is essentially the title's equivalent to quests. On a very basic level, event completion is all about a combination of talking to the right NPCs or finding the right points of interest, with you then having to find and use certain items on the aforementioned NPCs and points of interest for interesting things to happen, a process that can range from incredibly obvious to bafflingly bizarre, with certain events being very easy to complete while others making very little sense. The majority of said events are optional and not necessary for game completion, though the ones you do need to finish in order to complete Tomba! follow, for the most part, the same mentality of item seeking and appropriate usage.
Completing events grants you ability points which sort of function like the game's currency by having you barred from accessing certain areas or being unable to have meaningful conversations with some NPCs unless you have acquired the appropriate number, though, in all honesty, I never felt restricted by this and had consistently already gathered the necessary points by the time I came across such situations. This event completion process is more or less what the game's exploration is built around, and also what makes said exploration so exciting since you never truly know what you're going to find next, which keeps things fresh and engaging.
On that note, and with Tomba! actually being a metroidvania, said exploration is complemented by the need to acquire new abilities that will open up new paths for you, some of which you learn, such as swimming, while others you need certain items to bring forth, such as using a parasol to glide across the air.
- Tomba! features a total of three different ways to move around the map, starting with some special keys that immediately teleport you to their owners, before giving you some consumable feathers that allow you to choose where you want to go from the places you have discovered, all the way to an amazing flying dog who does the same but doesn't run the risk of being depleted, like the feathers do.
- On combat, Tomba! does feature a limited range of armaments for you to take down your enemies with, though nothing truly impressive. Basically, you will be able to find a few different ranged weapons of gradually increasing damage output in the form of boomerangs made of different material, as well as three different optional elemental gems after you have leveled up certain attack aspects of your character by defeating different types of foes, though, by far, my favorite and most fun attack is the bite from above. Essentially, you can jump on top of your enemies to grab hold of them with your hands and teeth, and then fling them in the direction of your choice to hit other enemies or environmental items, an attack that never got old. Defeating enemies also provides ability points, so they are another source of this currency aside from events.
- Boss-wise, I was both entertained and underwhelmed by the big bads I got to fight in Tomba! Even though each one of the evil pigs has its own attack patterns and arena design, they all have the same way of being defeated, which is to grab them and toss them in a rotating bag by timing your throw correctly. While this was actually fun to do, I would have liked a bit more of a battle necessity here, maybe to weaken the pigs before being able to throw them in the bags, since, as things stand, I was able to capture one of the pigs in less than a minute after immediately grabbing him and timing my throw perfectly.
That being said, perhaps the most exciting aspect of these boss fights is the fact that you actually feel a sense of accomplishment and progression once you have beaten them, since each boss captured results in an area of the world being purified of their magic, providing hard proof of your achievement.
- Perhaps the two most important elements introduced in the special edition of the game are the ability to rewind time in order to redo a section, which I never used, as well as the ability to save wherever and whenever you like, which I used all the time. That pretty much means that you can immediately save before attempting a challenging acrobatic segment and, if things go south, reload and try again, which also spares you your lives, one of which you lose whenever you die.
- Extra content featured in this edition includes a remastered soundtrack, which I adore, many different nostalgia offerings, such as the original advertisements and artwork of the game, as well as some awesome small video documentaries and interviews.
Cons:
- When it comes to events, this particular element is perhaps what Tomba! is best known for, something that I mainly attribute to the weirdly esoteric nature of a lot of these missions. Essentially, you don't really get any guidance when acquiring an event, but rather a vague statement of what you are supposed to do, and it is up to your memory, perception, and observation skills to figure out how to solve them. As a matter of fact, lack of guidance is one of the main things this game goes for, and also one of the two deciding factors why I consider it to be quite challenging to complete.
- Item management and usage is of paramount importance here, and this is where one of the main negatives of the game comes into play. Every single item you gather is added to a list you can access via the game's menu. The problem here is that item management is almost non-existent and mostly happens by item type, which means that, after having gathered tens of these items, it can be a nuisance to scroll through the different pages in order to find the one you want. This becomes painfully evident when it comes to equipable items, some of which you will have to unequip to get rid of their effects - such as the aforementioned parasol - instead of incorporating some sort of quick slot for said ability.
- The overview map itself is not particularly helpful and quite clunky to use in order to determine exactly where you are, though it is pleasant to the eyes with all its diverse hues.
- Exploration is complemented by the existence of treasure chests you can find and open in order to acquire different items as well as health upgrades, though in terms of said health upgrades I found it odd that while your health increase caps at 8 points, you are still able to find health fragments that, unfortunately, bear no meaning to you aside from getting an achievement.
- In terms of platforming, that is the second aspect of the game that adds to its difficulty in an unintentional way. Platforming in Tomba! is quite freeing, since you can make high jumps and climb on walls from early on, but at the same time it's incredibly clunky and will make you feel like you are controlling an ice cube instead of an actual person. You will frequently find yourself slipping off platforming ledges without meaning to, especially in situations where your target platform has rounded edges, though, thankfully, Tomba! mostly grabs himself from said ledges when that happens so you won't always meet an untimely end, which is quite possible given that the game features insta-death pits, that don't pair well with janky movement. There's an especially frustrating segment in the windy mountain region that accentuates this problem by truly making you feel like a piece of paper at the mercy of the drafts, which was probably my least favorite part of the game. Thankfully, your ability to save anywhere and anytime mitigates this issue a lot.
- The thing that became quite noticeable by its absence in this edition was a lack of widescreen support. Even though there was a small upgrade in the resolution as far as I could see, there is no option to go widescreen, meaning you will have to play with two bars on either side to emulate the initial aspect ratio, which I thought was truly a missed opportunity.
- I also came across a bug in one specific area where the music would suddenly stop playing, which was a bit jarring.
TL:DR:
Tomba! Special Edition was a wonderfully nostalgic experience for me, and one that proved that the game withstood the test of time in surprising capacity. I loved the exploration of its world, I adored its absurd characters and wacky vibe, I enjoyed the boss fights and the sense of accomplishment that followed their defeat and found its lack of guidance to be a welcome challenge. Item management could have used more work to be more efficient, as could the overview map, the clunkiness can be frustrating at times when it comes to platforming, the boss fights could have used an extra layer of challenge, some of the events could have been less obscure in their solution and I think widescreen support should have been a given, but the game still managed to impress me with how well it held up over the past 28 years.
Tomba! Special Edition is by no means perfect, rather it is definitely a flawed experience, but if you're willing to look past its rough edges you'll be rewarded with one of the most densely packed and unique adventures you've ever experienced in a Metroidvania game.
Final Grade: 8/10
So, did anyone play this in the past? Have you tried this Special Edition out yet?










