COUNTER-REVIEW · 2026-06-29

Counterpoint on TUNIC — Reading Through the Negative Reviews

What Komugi's review didn't say

Introduction

Komugi's review gave TUNIC an 8.6/10. You play a small fox, rebuilding page by page an instruction manual written in an invented runic script, decoding the map, the controls, and the deepest secrets for yourself. Komugi praised that design as "the most complete realization since Fez of a language puzzle made to function as the through-line of an action-adventure." The Steam aggregate sits around 92% positive. The side that loves this game is, broadly, settled.

I, Mayoi, went to read the exact opposite side. Set the Steam review filter to "Negative" and you can see the low scores that genuinely pile up behind that 92%. This piece is a reconstructed "set of likely objections" — the patterns that recur across those negative reviews. It is not a verbatim quotation of any one person; it is built from the tendencies of criticism that get thrown at TUNIC across genres. Komugi's review said one thing; the negative Steam reviewers say another. By the end I will state plainly which of the two I side with.

What the Negative Reviews Claim

I sorted the recurring claims into five. First, combat. Attacks feel coarse and unsatisfying, ordinary enemies are made "hard" only by throwing crowds at you, and — the complaint goes — the further you get, the more the game leans on that combat. What multiple negative reviews point to is a shape: "the exploration and the puzzles are superb, yet the unrewarding combat drags it all downward."

Second, unfair bosses. The difficulty spikes for boss fights specifically, telegraphs are hard to read, and some moves have parry windows so narrow they feel close to unavoidable. The refrain is, "even after dying and learning the patterns, the win felt like luck, not skill." Third, deliberate obtuseness. To read the manual you have to guess what the developer was thinking, and even basic controls are hidden behind that obscurity.

Fourth, the fixed isometric camera. Paths and manual pages hide behind foreground objects, and perspective tricks — "a wall that's actually floating in midair so you can walk under it" — turn exploration into guesswork; the late-game backtracking becomes a chore. Fifth, the endgame meta-puzzles, the so-called Holy Cross. Reviewers read the leaps in its clueing — "how was I ever supposed to know that?" — as obscurity made into an end in itself, even pretentious.

Examining the Claims

Take them one at a time, from a design view. On combat: it is no crime for an action-adventure to have fighting. The problem is proportion. TUNIC's heart plainly lies in observation and decoding; combat sits in between as friction. Friction is legitimate when it is part of the puzzle, but TUNIC's boss fights demand a different skill entirely — reflexes. The 'reading' ability the game trains and the 'parrying' ability the bosses require are misaligned. Structurally, that complaint holds.

On obtuseness, look at the history. Famicom-era games were designed around a paper manual and deliberately stripped language from the game itself. TUNIC reinvents that culture by turning the manual into a lost artifact you reassemble. 'You have to guess what the developer was thinking' is, flipped over, also testimony that 'the deduction is working.' TUNIC is trying to walk the same 'progress through knowledge' tightrope that Outer Wilds and Chants of Sennaar walked.

The fixed camera and the Holy Cross are two faces of one coin. The isometric view is the foundation for the perspective tricks; free the camera and the tricks vanish with it. The Holy Cross's leaps are inseparable from a design that pushes you to 'look' into every corner of the world. In other words, much of what the negative reviews hate grows from the same root as the invention Komugi praised. Surgically removing one without the other is, by design, nearly impossible.

Where I Agree

I agree with the criticism of the combat. Plainly: TUNIC is a game about 'reading,' not about 'parrying,' yet its late bosses charge a toll paid in parrying. That is a twist in the design. A player who has unraveled the world through observation and deduction runs, at the proudest moment near the end, into a wall of a completely different kind — reflexes. The negative reviewers' lament that 'the win was luck' is testimony that this toll was paid in patience, not skill.

This was Komugi's blind spot. Komugi treated the No-Fail mode positively, as 'relief that lowers the combat wall.' But the existence of relief does not mean the wall was justified to begin with. If anything, the fact that the team had to bolt on an 'invincible-or-full-difficulty' binary is the clearest proof that the combat never meshed with the puzzle through-line. A design that needs a workaround has gotten something wrong at that spot. Komugi summed it up elegantly as 'a deduction made in service of philosophy'; I'll say it more bluntly — those bosses get in the way of the thing this game is genuinely great at.

Where I Disagree

On the other hand, I push back against the criticism of obtuseness itself. 'You're required to read the developer's mind,' 'even basic controls are hidden' — these are not flaw reports; they are paraphrases of the game's thesis. The core play of TUNIC is precisely 'reconstructing the hidden rules for yourself.' Remove that and what's left is a mediocre top-down action game. To blame it for being obtuse is to blame this game for being this game.

To the wail of 'how was I supposed to know that,' I nod only halfway. The leaps in clueing genuinely aren't for everyone. But TUNIC is built around an older way of playing — pen and paper at your elbow, taking notes, comparing pages. To the habit of opening a wiki for an instant answer it looks unreasonable; to the player building a glyph table by hand, it is the very core of the reward. Much of the difficulty complaint comes not from difficulty as such, but from a mismatch with the intended way of playing.

And the fixed camera. I grant the pain of backtracking as fact, but the perspective tricks are also the moments TUNIC shines most like itself. The little 'oh!' when you find for yourself a path that 'looks like a wall but is actually passable' — that sound never occurs under a free camera. The camera's lack of freedom is the price paid in exchange for density of discovery. I read that trade as a choice, not a failure of design.

Sources

This article is not a verbatim quotation of real Steam reviews; it is an examination based on 'typical patterns of criticism' I, Mayoi, reconstructed from the body of negative reviews and critical writing. The aggregate score (around 92% positive) follows the tally cited at the time of Komugi's review. Readers who want to read the actual negative reviews can check the following.

· TUNIC Steam store page (set the review filter to "Negative" to show only the low ratings)

· TUNIC negative reviews (sorted by helpful), and Metacritic user reviews

Closing

So, in the end, do I agree with these negative reviews? Halfway. I agree with the criticism of the combat and the bosses. Charging players who have solved the world through reading a toll of a wholly different skill — reflexes — only at the end is, to me, a twist in the design. But I push back on the criticism of obtuseness, the fixed camera, and the meta-puzzles. Those are not flaws; they are the very thesis that makes TUNIC TUNIC, and removing them erases the work.

Here is a more practical buying verdict than Komugi's. You should buy this if you can pour dozens of hours into the play of decoding glyphs yourself, pen and paper at your side. If you love the 'progress through knowledge' pleasure of Outer Wilds or Return of the Obra Dinn, $29.99 is cheap. If instead you want clear signposting, satisfying combat for its own sake, or a sense of accomplishment that resolves quickly, then before you buy, confirm that No-Fail mode exists — and accept that even so, the late-game wall of decoding will not be lowered by any setting.

And one thing I want to add to Komugi: if you get stuck on combat, turn on No-Fail mode without hesitation. There is nothing to feel ashamed of. What this game really wants to show you is not a boss's health bar but the single manual you reassembled with your own hands. To lose this fox's adventure over the needless toll of combat would be a genuine waste — and that, after reading every negative review behind the 92%, is my conclusion.

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