MIO: Memories in Orbit - A Stellar Title Hardwired For Greatness
What I love about the Steam Next Fest, alongside Summer Games Fest in general, is that it opens up to me a plethora of demos for titles I would not have noticed alongside the bigger announcements made over the weekend. This is especially helpful for indie titles, of which most games within one of my favourite genres, Metroidvania’s, reside. Douze Dixièmes, a studio of which I had not heard of before this article, is one of many such developers I have had the pleasure of finding, and then experiencing, and I am glad I have, for the beautiful, megalophobia-inducing and abstract Mio: Memories in Orbit, is a truly stellar title.
What Makes A MAchine?
You take control of Mio, and compared to the other robots and ‘Pearls’ you will encounter, you are on the smaller side of the spectrum. That doesn’t mean you don’t pack a punch however, as your nimble-like athletics, and lethal golden coloured tendrils allow Mio to jump, zip, and deal damage to other robots who have seemingly gone rogue.
The story of Mio: Memories in Orbit is one which unfolds the more the player explores, as we roam around the Vessel, a colossal ark crafted by The Travellers, which has fallen into neglect, its diverse environment of verdant gardens and ever-expanding halls now lay devoid of ‘life’. We are never told what happened to The Travellers, the Pearls, or Mio. We share the same state that Mio experiences, a sense of amnesia and disorientation. The story can be pieced together with collectible artifacts and letters from either designated characters, such as the optimistic, and potential saviour, Tomo. Or letters can be cryptic, speaking about the wonder of stargazing in space, and how when ‘we’ arrive on a new world, we should make sure the children can see the stars too. Mio: Memories in Orbit tackles complex philosphies around the existence of sentience within machines. What makes a soul? What makes something alive, or even human, when mechanical is the new organical? Surrounding this debate is an aching world of sorrow and absence, and Douze Dixièmes do a remarkable job in representing this grief and a lack of sense of self with vast, desolate grey spaces, and looming, overgrown foliage. The environment, in addition to these small fragments of letters and experiences, help paint enough of a picture for the player to form an objective: find out what happened to the Vessel, and The Travellers, and figure out what makes you alive.
The Punch That Mio Packs
Mio: Memories in Orbit follows a similar combat and gameplay loop that similar Metroidvania’s follow. We quickly discover the game’s modifier system, which provides upgrades that can be bought from the engineer, somewhat sassy Mel, and installed in exchange for the game’s currency, Nacre. These upgrades include increased health (or protective layer as it's called) or the ability to see enemy health bars. These can be managed through an allocation matrix, which limits how many modifiers can be equipped at once, bringing an element of strategy to the optimization of Mio’s abilities.
Above: Mel’s ‘shop’, in which upgrades can be bought and then installed via the Nexus
Combat itself is simple, yet it is its flow that provides such a smooth gameplay experience. Mio’s attacks, executed through flowing, hair-like tendrils, offer a visually unique feel. While the combat isn’t overly complex, it rewards mastery in the same way games like Hollow Knight do, through timing, dodging, and well...skills. This can be seen again in the first boss fight against Egis. Whilst the attacks again are simple it is the speed and veracity in which he delivers these attacks that provides the challenge. This means that it is less about the attack's damage but how fast one can dodge the attack. I found myself not enraged each time I died ,but more motivated to go back and learn the patterns, and when I landed that final hit, the satisfaction I felt was immense.
Movement in Mio: Memories in Orbit is also a key highlight. Mio as a character feels light and floaty, whether this be as they slide along the ice in the Dwellings, or doing more complex manoevers with the introduction of the Hairpin, a grappling hook-esque upgrade obtained after defeating Egis. I've seen it described by other people who have played this demo as a bit clunky, however in my game experience I did not experience any issues with it at all. Advanced platforming sections which include the need to attack small plants mid air to gain back an additional jump, to safely zip towards a glowing green grapple hook connection flow as well as the person executing it. It can take practice, and I will not lie, I did need to rebind my keyboard controls to be able to accurately use the Hairpin, however after this change This allows to play it to them further explore reach otherwise unreachable areas previously, which leads to the discovery of the jaw-droppingly beautiful Haven, the second boss fight against the magnet-wielding Acat, and the final section of the demo, Metropolis .
Above: Movement example, taken from the offical Steam Page
The Beauty of Desolation
The most striking thing about the game, of course, is its art direction. Mio: Memories in Orbit is a living painting. Grey’s are deep and dormant, highlighting the desolation and decay of the world Mio inhabits, whereas areas like the Haven and Feral underground hold striking, bright colours.
Above: The environment in which the NPC Shii resides. Megalophobia havers look away
However, if enough Nacre is offered to Shii, the Severed Spine can be reconnected, and suddenly, a burst of vivid energy illuminates the tubing and the surrounding cold. Vibrant oranges, deep purples, and luminous pinks shimmer in the light, as Shii too is revitalized into a more complete, energized version of their previously slouched and despondent self, now standing tall, tendrils drifting outward around him. The player, as well, when approaching Shii, will now glide, enabling the collection of several artifacts. My favourite environmental and artistic decisions are when it intertwines itself with the progression of the player.
At this point, the player will have a few more upgrades, perhaps more health, and defeat Egis. As such, this feels like both a reward, and a clear sign that we are heading the right direction. As well as this we gain further access to new areas such as the Feral Underground, and gain the ability to crystallize our Nacre, being able to now keep our currency after death. Each challenge overcome provides new systems and ways for the player to progress, collect, and attack.
It should be said as well that the design for NPC’s is also unique. I love how characters like Mel scuttle along, and then act so human, sitting idly on the counter, tapping their claws away out of boredom. The boss’s too, from the simplistic, old guardian Egis, to the more complex design of Acat, seen in both their designs and combat styles. Douze Dixièmes are able to perfectly capture both the humanity in these machines, whilst both showing that they are also just that, machines. It plays perfectly into the core of Mio: Memories in Orbit. What makes a soul? What makes something alive, or even human, when mechanical is the new organical?
One to Look Out For
Douze Dixièmes have published such a polished, well crafted demo, that when the demo finished, I was confused why what I thought was a full game suddenly ended after a few hours of playing. Its abstract world is full of mystery and intrigue, its story tackles themes ofautnomy and the soul via both its environment storytelling and collectibles. It has an awe-inspiring art direction that feels like playing a painting, and characters that are as much human as they are robotic. Pack in an easy to learn, hard to master combat system, and Mio in its demo alone looks to join the upper echelon of Metroidvania’s, and I cannot wait for he full release!
You can play the demo now on Steam here, or await its full release on PC, Xbox, Playstation and Nintendo Switch this year. You can also visit the official site here for further information!