In a world where your greatest opponents shoot pistols, rifles and other firearms, Tizo runs a plain bow and arrow, or “Arco”, as Iyo culture calls it. It is a deadly, talented weapon, but the arrows are hopelessly outclassed by missiles, especially in the fight against many departments in the game. However, in the face of merciless killers and overwhelming opportunities, the only way forward is to return with all tools. The exhilarating, fascinating history of Arco fascinated me with a liquid mix of gameplay and narrative. The dialogue is sharply written, and the fight is carefully tuned, but these different elements combine to tell a story that makes Arco unforgettable.
Arco is pixel RPGs that follow a series of native travelers looking for revenge on colonizing the force that fell on their lives. Through each of the acts of the game you play as one of these adventurers and you see a different tribe in the village of Arco; Tizo is gray ancient, itzae is a thrilling cloth, and Afur and Chio are siblings of merchants. In this, many prospects for the same necessary conflict introduce to the story of a ponderous nuance and I always gladly saw how novel characters will affect the story.
Fresh heroes have unique skills in combat meetings, one of the strongest Arco elements. When the conflict is launched in the world, Arco enlarges the isometric battlefield, where the player is involved in the fight against wild nature, bandits or colonizers. The action is based on a turning: while the time is frozen, you can see what your opponents plan to do, but when you decide what your next action is, the railway on the person is developing at the same time. The arch is a great tool for enemies a few feet, but the knife moves faster, so it’s not wise to prepare the arrow if you are within a fight. On the other hand, it is usually a good idea to operate a quick attack like a blow to break the enemy that pulls out a firearm, which is particularly arduous to avoid. And if there are many pistols in the game, your turn is best to spend on a circle or teleport until the enemy is forced to overload. It is a tactical style that forces the player to carefully consider each action, thanks to which every victory seems satisfying and earned.
There is another phrase in a fight based on Turie Arco: Ghosts. Depending on the decision in history, your hero can be haunted by guilt, and this fault manifests as perilous spectra in the battle. Even when the rest of the world does not move, ghosts are and hurt you if it approaches sufficiently. This at the same time puts time on your actions and keeps you away from specific areas. So much for this low -circuit attack you planned – you must either take damage or run in the opposite direction through three turns until the spirit disperses. This mechanic can be frustrating, but it can be avoided depending on the decision in history or if you operate consumables to disappear to disappear, which I often did in later chapters. Having said, the fault can also unlock a novel, darker content of history, serving both as narrative consequences and the level of difficulty, which I hope to visit again in later games.

These intersections between history and the game are the place where Arco is brightening. Healing elements are relatively bountiful, but not infinite, so deciding whether to take part in the side of the road or unnecessary risk is always consistent because you do not want your health too low. If you are polite and trust passers -by, you can be used, but if you are too swift on the draw, you can cause unnecessary bloodshed and become guilty again. At the beginning I invested in the history of Arco, but the mechanical encouragement to think about my activities made her really immerse me.
This Meso American epic is told in a minimalist pixel artistic style, a visual direction that got stuck with me from weeks after the game. In the world, characters are depicted as a few enormous pixels on the full screen of the desert, forest or other environments. It creates a material sense of size and respect for the expansive world of nature, whose characters live, a repetitive topic in the narrative. Music makes the same impression. Rare notes from acoustic guitar gain exploration of the first area, while the combat raises the pace with the electric guitar chords. But my favorite moment of the whole game is that the soundtrack is crossed, replaced by a peaceful singer and her guitar, representing a genuine, emotional undertaking a violent moment in the narrative.

Arco tells a story about consistency, dedication, colonialism, revenge and regret. From diminutive, comical exchanges between siblings to a dramatic, parent plot connecting the main characters, phenomenal writing is increased only by how the player can affect this. The ending I received was an appropriate conclusion that can be expected in any classic Western film, and I will gladly come back to see how murky it is done if I make different choices.
This 2025 review reflects our thoughts on the current state of the game in the publication. Therefore, updates after taking into account were included in the final result.