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Review of The Touryst on Nintendo Switch

by Tanya Krane Tanya Krane photo Nov 2019
Cover image of The Touryst on Switch
Gamefings Score: 8.5/10
Platform: Switch Switch logo
Released: 21 Nov 2019
Genre: Action-Adventure
Developer: Shin'en Multimedia
Publisher: Shin'en Multimedia

Introduction

The Touryst arrives like a sunburn you didn't mean to get but secretly enjoy - warm, unexpectedly deep, and somehow leaving you with a story to tell. You control a blank-slate tourist whose motivations are as refreshingly simple as a packed beach picnic: arrive on Touryst Island, hop to a few nearby islands, poke at monuments, solve puzzles, and generally be suspicious of anything that looks like a cheerful tiki statue. Framed as an action-adventure built on voxel art, the game is less interested in grand narrative exposition and more in letting characters - and the islands themselves - grow through the small acts of interaction. That gives the game the feel of a short indie novella where everyone gets to have a moment, even if they never get a full chapter of backstory.

Gameplay

If The Touryst had a protagonist arc chart, step one would be 'naïve vacationer' and step two would be 'somewhat competent relic whisperer.' The player starts with a modest moveset: a basic jump to avoid puddles of comedic peril and to reach slightly smug ledges. As the islands loosen up their secrets, you unlock a double jump and a sprint that does two things simultaneously - it helps you cross more aggressively curated gaps and, delightfully, it demolishes certain walls. Mechanically this reads as growth: the tourist moves from tentative to audacious, from sunbather to accidental archaeologist. Where many action-adventure games use a sprawling cast, The Touryst splits its narrative into micro-arcs. The main arc is the tourist's progression through exploration and puzzle-solving inside monuments. Each monument is a compact, lovingly designed set piece: a self-contained narrative engine that asks not "who are you?" but "what will you do?" The tourist's arc plays out in how you approach these monuments. Will you poke every interactive object like an overly curious raccoon, or will you methodically read the island's clues and solve the puzzle with the dignity of someone who once assembled IKEA furniture? Either way, the monuments nudge the protagonist forward through learning new mechanics and offering small revelations. Then there are the denizens - island NPCs who act less like expository tools and more like supporting characters in a sitcom about mysterious tourism. They're not given big monologues, but they have tiny arcs: a shopkeeper who offers up new items and grows less gruff as you complete favors; a boombox-loving local whose mini-challenge changes from "can you beat this time trial?" to "please, stop stepping on my carefully placed inflatable ducks." These are arcs of reciprocity. You do a favor, the world opens another door, and you get mildly emotionally invested in the well-being of someone who could be described as "that eccentric guy selling seashells by the dock." The satisfaction here is cumulative: dozens of tiny interactions build the feeling that the world reacts to you, even if no one is handing you a cutscene sash that reads "HERO." Choice is presented as curated freedom. The game's design allows you to ignore activities you don't like - fishing, racing, arcade-ish minigames - and continue the main trajectory. That choice is itself a character moment for the tourist: you get to decide what kind of visitor you are. The tourist never becomes a messianic figure who single-handedly saves the islands; instead, the arc is inward and iterative. New moves like sprint-break walls are physical metaphors for emotional barriers being pushed aside: the tourist learns persistence and creative problem-solving instead of absorbing a dramatic origin story. Pacing is tidy. The Touryst avoids the trap of padding by keeping monuments tight and puzzles self-contained. When the game wants to surprise you, it usually does so by changing context rather than dramatically expanding scope: a beach may host a relaxing activity one minute and a puzzly shrine the next. That tonal flexibility is key to the game's charm, and it keeps the protagonist's arc brisk and satisfying - like a short holiday romance with a puzzle-solving twist. If there is a flaw in the character-driven design, it is intentional minimalism. The tourist is intentionally archetypal, which sometimes stops the game from reaching emotional depths that rely on heavy characterization. But Shin'en seems to have consciously chosen to let the islands tell stories instead of the protagonist doing so, and that leads to a different, quieter kind of resonance: you leave the game thinking more about the island's little tragedies and triumphs than about the tourist's inner monologue. Which, given the game's vacation vibes, is the equivalent of coming home with a fridge magnet and an unexpected existential insight.

Graphics

Visually, The Touryst is the indie equivalent of a postcard that learned how to do reflections and then refused to stop. The game uses voxel techniques to achieve a look that sits between blocky charm and believable lighting, resulting in environments that feel crunchy like a pixelated croissant. The aesthetics are explicitly inspired by the immediacy of NES and SNES-era art but translated into 3D: you get the comforting geometry of retro games with modern fidelity. On the technical side, Shin'en's development choices read like a love letter to craftsmanship. The team used Magicavoxel to sculpt models and then imported them into Maya for polish. They built a proprietary engine to squeeze high-fidelity graphical effects out of the hardware while preserving a smooth frame rate. The result on Switch is impressive: it runs cleanly, with lighting and reflections that would make a sunscreen commercial jealous. That smooth frame rate supports the game's character arcs because nothing pulls you out of a tender moment like frame stutter during a slow-motion drift off a water slide. The animation and environmental detail play roles in storytelling. A flickering lamp, a stray beach towel, or a shop window stacked with tiny trinkets conveys backstory without dialogue. Monuments, designed with a puzzle-first philosophy, also function as visual narrators. Their geometry, mechanics, and aesthetics combine to tell mini-stories - you don't so much read their histories as you excavate them. This is a place-based character study, and the visuals are the main language. If you're the kind of person who judges a game by how photogenic its sunsets are, The Touryst will take your money and your heart in equal measure. The voxel style could have felt gimmicky, but the careful lighting, particle effects, and consistent palette make it feel like a proper artistic direction rather than a novelty.

Conclusion

The Touryst is not a sprawling odyssey of souls; it's a series of short stories stitched together by a vacationing protagonist who learns by doing. That structure lets Shin'en focus on tight puzzles, crisp movement, and moments of genuine charm. The game's characters don't always get sweeping arcs, but the island itself is the emotional through-line: it changes around you, and you learn to read those changes. That design leads to a satisfying package on Nintendo Switch. The development pedigree - three years of careful work, voxel modeling through Magicavoxel and Maya, and a custom engine - shows in the polish and performance. Critics liked it (switch Metacritic sits in the high 70s), and the wider user sentiment skews fond; Nintendo Life even handed in a glowing 9/10. If you want a vacation that rewards curiosity, enjoys small emotional payoffs, and doesn't require you to memorize a saga of family betrayals, this is a beach you should visit. The Deluxe edition announced for the next-gen Switch 2 suggests Shin'en wants to extend these little arcs with new content, which is welcome news for anyone who finished the monuments and still has a soft spot for island life. Score: 8.5/10. The Touryst is a compact, beautifully made trip that proves character-driven design doesn't need verbose dialogue to feel meaningful - sometimes, all you need is a tourist, a few monuments, and the patience to let a place tell its story.

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