
Queen's Domain: A Metroid Prime-like Masterpiece Redefining First-Person RPGs

By Richard Garfield


By Richard Garfield
My initial encounter with the preview version of Queen's Domain left a strong impression, despite some minor aspects that felt a bit rough around the edges. The complete edition, released on October 30th, prompted an eager return to the familiar early stages of the game. It quickly became apparent that the demo merely scratched the surface of what this title had to offer.
The game truly takes an exhilarating turn beyond the content showcased in its demo. With approximately five hours invested in a projected 30-hour journey, Queen's Domain has firmly established itself as a frontrunner for my top games of the year. My current engagement with the game is so profound that this very writing is a reluctant pause from the immersive experience it provides.
Queen's Domain initially aligns with the burgeoning subgenre of independent titles reminiscent of King's Field, paying homage to FromSoftware's early first-person dark fantasy RPGs. Within its first half-hour, it distinguishes itself with exceptional visual design, a potentially superior soundtrack, and a masterful command of nostalgic elements, including its menu, user interface, and auditory cues. The true transformation, however, occurs after conquering the initial boss, which bestows upon the player a magical airdash sword, signaling the true commencement of the adventure.
Queen's Domain features a meticulously crafted pace, and, much like many first-person role-playing games, it initially gives the impression that ground-based movement will be the norm. One can often discern from a game's early moments whether aerial maneuvers will be a significant component. Yet, with the acquisition of the Holy Sword, Endu, the game's initial area unfurls into a magnificent, intricate mechanism. The verticality often evokes the intricate designs of Destiny raids, where concealed pathways seamlessly integrate into the environment, and reaching them imparts a sense of cleverly bypassing intended sequences.
The Holy Sword, Endu, is upgradable throughout the game with unique gems, each bestowing an additional mid-air dash. Currently, with three such upgrades, every enhancement has dramatically expanded my traversal capabilities. Certain sections of the early maps, I believe, will only become accessible once I achieve four or five dashes, allowing me to glide across vast stretches of the map without touching the ground. Endu, while exceptional, is not the sole instrument at the player's disposal. Queen's Domain boasts an extensive arsenal, with weapons evolving as they are enhanced through use. The game foregoes traditional stat allocation upon leveling, encouraging players to experiment with their diverse weaponry. Players can craft a unique "build" by strategically selecting up to three weapons for quick access and upgrading them, a system that draws parallels to BioShock or the System Shock Remake, rather than Dark Souls or Lunacid.
My preferred weapon, alongside Endu, has been the Caestus—a medieval knuckle duster familiar to fans of the Souls series. In Queen's Domain, it serves as a rapid-striking blunt instrument, particularly effective against slashing-resistant skeletal foes. Unlike Endu's horizontal dash, the Caestus's special attack is an uppercut that propels my character into the air. While enjoyable for dispatching adversaries, I've found immense satisfaction in using it as an impromptu double jump to access otherwise unreachable areas, where a surprise or a meaningful reward invariably awaits.
My colleague, Morgan Park, initially found the pre-Endu segment of Queen's Domain—which mirrors the demo—to be a bit of a deterrent. However, I strongly urge players to persevere through that initial half-hour. While this early friction might deter some new players, I believe the stark contrast between the gameplay before and after acquiring Endu amplifies the power and significance of the air dash. Having experienced the limitations of ground-bound movement, players will undoubtedly appreciate the newfound freedom. This dynamic contrast is a hallmark of successful Metroidvania titles, akin to the initial clumsiness in Hollow Knight before acquiring the wall jump. Queen's Domain's brilliant level design may very well establish it as the finest first-person Metroidvania since the original Metroid Prime.
Indeed, a comparison to Metroid Prime is apt. The game's cryptic atmosphere, stunning panoramic views, and truly innovative approach to first-person movement and level design resonate deeply with that classic. While I anticipate extensive backtracking in my future gameplay, I have reason to believe that Queen's Domain's backtracking will prove less frustrating and obtuse than Metroid Prime's. My affection for this game is already profound, and I intend to immerse myself fully in its remaining 30 hours of content. A comprehensive review of Queen's Domain will follow. In the interim, Queen's Domain is currently available on Steam at a launch price of $17, reduced from its standard retail price of $20.
About the author

Mathematician and game designer who created "Magic: The Gathering," revolutionizing collectible games.

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