Beyond simply remembering and recreating history, some games make you  pine for a past that never was. Crossing Souls is just such a renegade  historian, taking you back to a childhood you only glimpsed in old  Steven Spielberg movies. In truth, how many people wearing hazmat suits  have you actually seen in real life? And do you know a single person  who's managed to evade the local law enforcement on a BMX? Reality  simply isn't made up of those scintillating set-pieces. Not in the 80s,  and certainly never since. And yet the nostalgia's there just the same.
More  than that, though, it takes you back to that impossible time and place  with a style of play that reminds you of countless treasured 16-bit  titles, but in reality plays like none of them. It's far more refined  than any single title of the era it apes visually. Just like a great  racing game handles the way you want a car to handle rather than the way  it actually might, Crossing Souls is a journey to a past you wish  existed. 
Set in California during the summer of 1986, it begins  when a gang of five instantly likeable kids find a mysterious stone  clasped within a dead man's hand, which lets them travel between the  realm of the living and that of the dead. Naturally that discovery  unfurls a tale of government conspiracy and supernatural warmongering,  played out like A Link to the Past dip-dyed in cyan and magenta. 
This  sort of hyper-nostalgia has been doing the rounds lately. Perhaps you  saw it in San Junipero, the BAFTA-winning Black Mirror episode in 2017.  Maybe in Stranger Things, or in the Andy Muschietti remake of Stephen  King's It - all romanticising 80s America, and all remembering it with a  wisp of darkness. If you were particularly unlucky, you might have  witnessed Agents of Mayhem trying to get in on the act last year too,  throwing in the odd 80s kid cartoon cutscene and casting furtive glances  around for approval.
Whatever the reason for this surge in nostalgic cooings for a very  particular depiction of that bygone time (and I suspect it's as simple  as 80s kids now occupying entertainment media  exec positions) Crossing Souls arrives right at the peak of it. It's  even gone to the trouble of interjecting now and again with - yes -  vintage cartoon cutscenes, warped by a faux-VHS effect. Consequently,  its opening hour is one in which you're not quite sure whether it's a  retro adventure that's simply content to raise a smile by referencing  Poltergeist, Stand By Me, E.T. et al , or whether it also has ideas of  its own. It's a misleading opening, however, because boy, does Crossing  Souls have ideas. 
Bags of them. So many nice little touches,  well-designed gameplay transitions and bespoke sequences that you can  feel the three developers of Fourattic urging you on to the next bit,  because there's that particularly cool thing that happens with the  Cursed Librarian in the haunted library just up ahead, or, that fight  with the ghost bus driver and his gang of spook kids out in the woods. 
As  for how those ideas are expressed - the form and shape that Crossing  Souls actually takes as a game - it's impressively fluid. SNES-era Zelda  is the closest touchstone that I latched onto, not least due to the  frequency in which I was scything down shrubs to replenish hearts and  popping bombs next to fragile-looking areas of walls. Developer  Fourattic's enthusiasm for chucking in three minutes of a new genre in  the name of adventure, though, is what really defines it all. So it's a  Zelda game with a deep affection for platforming sequences, logic  puzzles, vehicular diversions. Oh, and character-swapping, too.
It's  an odd approach, the latter. Though ostensibly a tale of five  adolescent friends working together against a bunch of evil grown-ups,  Crossing Souls only hands you the reigns to one person at a time.  Initially it feels a bit lonely to wander the streets of Tajunga, CA  with a single character, especially after they've each endeared  themselves to you so artfully. Chris the quintessential leading guy from  80s cinema. Matt the nervous lad with rocket shoes. Charlie, an analog  of It's Beverly Marsh complete with deadbeat dad. Big Joe, always on  hand to give a bit of sass or shift something heavy. And Kevin, who -  well look, Kevin's just Stand By Me era Corey Feldman. And I'm fine with  that.
What's lost by having only one plucky kid in your charge at  a time is, however, gained back in the thoughtful ways you're led to  swap between them on the fly. In those moments, where Matt rocket-jumps  over some toxic sludge so that Chris can climb some vines up to a ruined  bridge that Charlie can slingshot over to reach a dusty old block  puzzle where Big Joe shoves the pieces into place, they feel like a gang  again. (Kevin, younger than the others, is on hand to blow bubblegum  bubbles and fart too.)
It adds something to what's otherwise  straightforward side-on brawler combat. You save Big Joe and his extra  hearts for those tougher fights against the neighbourhood gang, fronted  by a Prince wannabe. You know Charlie is quantifiably quicker and more  powerful than everyone else, so you bring her and her whip attack out  when the projectile-flinging ghouls show up. Would you be better off  with another character in this new situation? It's a question always  worth asking, and that does a great deal to stave off repetition.
 
On top of that layer of character-swapping, there's the titular  crossing between realms. The kids have found a powerful stone that  allows access to the mythical Duat, after all, the ancient Egyptian  realm of the dead. The less said about this the better, for narrative  purposes, but like everything else in Crossing Souls, once introduced  its used to its fullest potential.
It should be made explicit that  this isn't a subversive take on 80s adventure flicks. This is no Night  in the Woods or Oxenfree. It's absolutely earnest, straight-batted stuff  without a single knowing glance towards the camera, and that's actually  quite refreshing. At times the dialogue reads a bit unnaturally, but  it's the other end of the spectrum to the hella tryhard yoof speak of  early Life is Strange episodes, simply a bit stiff and functional.  Perhaps it's a low-key send up of the stiff and functional dialogue in  The Goonies and its contemporaries - it's genuinely hard to tell. It  never truly detracts from the experience.
It should also be made  explicit that this very much is one of those games pixel art nerds will  be posting GIFs of on Twitter for quite some time. Chris and Kevin's  bedroom, where the game begins, absolutely teems with detail, setting a  high bar for the following hours that's generally maintained. And as for  the animations - it's the sort of game that makes you appreciate a  five-frame idle loop of an old Chinese man playing table tennis more  than Nathan Drake scaling a sinking ship in a storm. 
It has its  foibles, but the sense of adventure is constant, and irresistible.  That's what Crossing Souls sets out to achieve, really. Not a 16-bit  Stranger Things knock-off but an earnest, big-hearted adventure. It  embodies that intention throughout, making adventure its top priority at  every juncture. Where other games might linger on puzzles for longer,  this one says, 'quick, on to the next cool thing we have lined up!'  Where some games might decide not to skip around from Suburbia to  haunted forests to the Wild West for fear it might not make much sense,  Crossing Souls launches itself into unexpected changes in setting and  activity. And that makes it nearly impossible not to enjoy.
 

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