Sumioni: Demon Arts is a 2D action/platformer for the PlayStation Vita inspired by the traditional Japanese painting style, âsumie.â But is this title an artistic masterpiece or does it simply fail to paint a pretty picture?
Good â Progression Through Skill
If thereâs one good thing to say about Sumioni: Demon Artsâand I stress the âifââitâs that the gameâs difficulty tailors itself to your skill. In the easiest path through the game, itâs only six levels long and can be beaten in less than a half hour. However, if you are able to beat certain levels quickly while minimizing the damage you take, you will find yourself on a harder path with new enemies and more levels overall.
Bad â You Got Your Bullet Hell Game in My Action Game
Sadly though, the main way Sumioni increases its difficulty is by simply filling the screen with more and more enemies and bullets. Soon it looks and feels more like a bullet hell game than an action/platformer. While this is not inherently a bad thing, the fact that your character has only a melee weapon and the bosses have insane amounts of life makes each moment spent dodging a frustrating bore.
Bad â DĂ©jĂ Vu All Over Again
Levels in Sumioni come in three flavors: 1) âEscape giant monster that is chasing youâ 2) âSurvive the endless waves of enemies until time runs outâ and 3) âKill the enemies as you go left until you fight a giant towerââwhich is by far the most popular. Normal enemies die in a single hit so only their numbers make them any kind of challenge. Worse yet, the bosses (read: giant towers) are nearly identical across each difficulty as well; all that changes is how many bullets they spam.
Bad â Bad Touch! I Need an Adult!
Perhaps everything else would level out if it werenât for the fact that as much as youâre fighting enemies and towers, youâre fighting the controls as well. The platforming aspect of Sumioni comes from your ability to draw ink platforms using the Vitaâs touchscreen. While this generally works, touching the screen also makes your character attack. And though this doesnât seem like a problem at first glance, several levels are filled with enemies that explode when touchedâor attackedâas the case may be.
Bad â Sumie Style Makes for a Bland, Color-Starved Game
Sumie traditionally means black ink on a gray-ish rice paper with occasional red highlights. Frankly put, this color palate does not make for a visually appealing game. The worst thing is we have already seen that games created in sumie style can look beautiful. By abandoning the limited sumie color pallet, Okamiâand its successor Okamidenâcreated a sumie style world filled with vibrant colors. Sumioni looks appallingly bland in comparison.
Closing Thoughts
What has been hailed as the Vitaâs most artistic title is nothing of the sort. Instead itâs a mediocre platforming/adventure game that squanders its intriguing concept in every possible way. I truly hope this is not the last sumie-inspired game we see on the Vita or any other system. After all, itâs not the art style that failed Sumioni, itâs Sumioni that failed the art style.
Update: Removed section with incorrect information. Thanks commenters for pointing it out.