Lenna's Inception Review (Steam)

in gaming •  6 months ago 

During these stretches of the year where releases are a bit slow, it's nice to check out a variety of the smaller indie releases, and one that caught my attention this time was Lenna's Inception, a game with a clear inspiration from the early days of The Legend of Zelda. Following around a teacher named Lenna, when her school 'glitches' out of reality, she sets off to save the world and her students after Lance, the one who was originally destined to be the hero, dies and leaves her with the power of Fortitude.

There are some positives to the game, such as some interesting story twists. It gets rather Meta, as you may have guessed from the 'glitching' aspect of the plot, and honestly, this self-aware plot of being aware this world is a video game is a bit old for me, but Lenna does a good enough job to at least keep it interesting. Nothing in this game is something that I would describe as amazing, but nothing in particular about the plot is really bad either.


The gameplay borrows heavily from The Legend of Zelda, as mentioned before, but with a few interesting ideas added in, the biggest one being an item later in the game that forcibly 'glitches' the world, though that's not the way the game describes it. Essentially the visuals get a bit distorted, and when you move through the side of the screen to go into the next, what happens instead is you wrap around to the other side of this screen, even if that would put you in part of a screen that would otherwise be unacceptable in other games without causing an actual glitch or bug in the game. Normally something like this would be used by players in old games to skip over sections of certain maps, but here it becomes essential. It really is when the gameplay becomes fantastic.

That said, the game does suffer from each new game being a newly generated world. It's not that it's a bad idea on paper, but the game ends up feeling a bit lifeless and lacking in atmosphere. Up until you get the aforementioned item, nowhere in the game really feels all that unique and lacking in any kind of cohesion. It just feels like a random bunch of screens thrown together, though to be honest, I've only played through the game once. It is possible other possible map seeds would be more interesting, but at the very least you could end up with some pretty boring maps.


One thing I do like, though it's not really a major thing, is you can select to play the game with either sixteen bit or thirty two bit graphics. It doesn't seem to change anything beyond visuals, but at the same time it's a fun little touch that adds a bit of charm to the game.

You also have a bit of an issue with enemies being too easy, most of them can be very easily stun locked. With your basic attack. Now boss fights tend to have some unique aspects that can make them fun and interesting, another nice bit of flair that helps keep the game enjoyable, even if the fights aren't all that challenging.


All I can really say beyond this is that it's a good solid game for ten dollars. It's kind of what you expect out of a good indie game. It's fun, cheap, some interesting ideas and gimmicks, and nothing really all that bad to drag it down.

And while it's a pretty simple game, and more likley than not most computers won't have an issue with it, here are my PC specs when I ran this game, running at a solid 60FPS the whole game.

**Ryzen 5 3rd Gen 3600 (3.60GHz) (6 cores, 12 threads)

NVIDIA GeForce GTX 1660 Ti 6GB

16GB DDR4 3200MHz RGB


AMD B450 (Motherboard)**

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I like how the art style of this game is reminiscent of the old (GBA) Pokemon titles.

By the way, what's the difference between the 16 & 32 bit options of the game?

Just the artstyle.

Second picture is 16, other two are 32.