Games that throw huge bosses at players just feel epic. They instantly illicit a, “Yikes!” as battle begins. From there things evolve. First one runs around desperately trying not to get killed. The monstrosity in front of them is probably blasting stuff, smashing things, and barely giving players a moment to catch their breath. There’s a lot going on and there’s just this massive creature there that would like nothing better than put an end to players’ adventures.
Then something happens. Players start to figure out the patterns. At first one starts to discover the best way to dodge incoming attacks. Then openings to counterattack become noticeable. Suddenly, the player lands a blow on the boss. From there, momentum slowly begins to shift. Then, finally, after a pitched battle, the player emerges victories.
Of course this is simplifying things just slightly. It’s highly likely that players died several times and had to redo the battle. However, at some point they figured out what to do, and executed it reasonably well. Then they found their on screen alter ego standing over the corpse of a once terrifying boss. With that, a tremendous sense of satisfaction washes over the player, only to be yanked away as the process repeats on the next boss. That’s okay, though, because eventually the game will be completed, all the bosses dead, and those who finished this will be able to enjoy the sense of accomplishment. Even if one doesn’t finish the game, they’ll likely have the good sense to point at it and tell friends, “The fights in that game are epic!”
Jotun is one such game that deserves these accolades. The game follows the story of a recently deceased viking woman named Thora. Her death was less than glorious and as a result she has to prove her mettle to the gods. Doing so will ensure her a place in Valhalla. The gods are fine with this, so they issue her a challenge. If she is able to defeat a number of Jotun, giants of viking mythology, they will grant her a place in paradise.
From there, players venture forth exploring a number of different worlds. The game is structured as half boss fights and half exploration / puzzle solving. First one must explore a couple of areas in the domain of a given Jotun. Here Thora will look for runes that open up the sealed door to the giant of that realm. She’ll also occasionally find fruit that will increase her health pool, as well as alters to various viking gods. When she comes across these alters, she is granted new abilities, which are quite helpful. The exploration and puzzle solving usually have little to no combat. It’s more about figuring out how to get all of the runes and power ups in the area. It makes for a slower pace, but is a nice counter balance to the extremely busy boss fights.
Meanwhile, fighting the actual Jotun is as epic and exciting as the little story at the start of this article implies. Seeing as the game is presented from an isometric view, it’s all about dashing in, getting in a few swings and getting out after. There will also be specific mechanics to engage in, but never get caught out. Doing so will likely result in a very large foot coming down on Thora’s head, or some other unpleasantly over-sized outcome that will take off a ton of health.
These beings are giants after all, and the game really emphasizes it. When Thora engages one of these creatures, the camera pans out until she’s just a tiny little person on the screen. Often she barely comes up to the ankle of a Jotun. Seeing this is imposing enough as it is, but then the giant starts attacking.
From here it’s all about learning patterns, battle phases, and figuring out how and when to attack. Each boss will have multiple phases, so there’s a lot to sort out, but it’s very satisfying when one does. Battles are tough but fair. If a player dies, it’s clear it was because of something they did or didn’t do. Maybe they didn’t see an add. Perhaps they got greedy and tried to get in one too many swings with Thora’s ax when it was obvious the Jotun was about to attack. Another possibility is that one neglected to look for alters of the gods and / or fruit to make Thora stronger, and are now at a disadvantage in the fight.
The game is such, that it pretty much bombards players with opportunities for self-reflection when things go wrong. If a player dies a few times on a particular Jotun, the best thing to do is pay a little more attention in the fight. Make sure there isn’t anything that one is missing. Most players will have a eureka moment where they figure out what they need to do. Not long after that, the boss is usually dead, with the player sitting triumphantly in front of their monitor.
With regards to graphics and music, they both add so much to the experience. Visually everything has been hand drawn frame-by-frame. The art style is reminiscent of cartoons from the 1970s with bold colors and just enough detail to add personality to the Jotun. They’re usually angry, or at least thoroughly annoyed that a mere human would have the nerve to poke them in the toe with her ax. Meanwhile, the game’s soundtrack is fantastic. It’s all orchestral pieces with a mix of softer tunes for exploration areas. Here, it runs the gamut from the serene to the foreboding. When a boss fight commences, players are greeted with a cacophonous explosion of instruments that instantly signal that shit just got real.
People in the mood for some epic battles against giant bosses mixed with a nice serving of viking mythology would do well to take a look at Jotun. The battles really are fantastic. Even the exploration can be fun, not to mention relaxing. Meanwhile, the game looks and sounds amazing. All in all, it’s definitely worth a play.