What a random and stupid name. That’s what I thought of Vision Soft Reset initially, but then I played it to its conclusion and it all made sense. I circled back and came to a different conclusion, and that’s fitting, because that’s what Vision is all about: circling back, having another go with knowledge (or visions!) of what's ahead intact and stored away, soft resetting as it were. It's a sci-fi themed game involving time travel (oh wonder of wonders), but it offers up its own particular, small scale approach, executed with a deft aplomb the rest of the project has no business being in bed with.
Vision is, by its own admission, a metroidvania, in the vein of the original Metroid, really. It is a short game that you should be able to see the end of within two hours. The map is unsightly, to be frank, and as such, details of the world at large can be difficult to make out. Luckily, that doesn't matter much because the world is quite small. Where Vision fleshes out its adventure is in the repetition, the backtracking – but not of the variety to which you are accustomed.
Instead of simply making inroads, recording progress at save points, dying, and retrying from whence you last saved, Vision does something a little different. It lets you rewind. As in the PS2 classic, Prince of Persia: The Sands of Time and its ilk, a mistake can be rewound, for a do-over. Damage can be undone – hell, death can even be undone, so that you can try to get things right the second or even third time ‘round. I won’t pretend that this function is still novel, but I also won’t pretend that I’ve ever played a game that employed it that wasn’t kind of cool.
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