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Tuesday, December 21, 2021

Ruined King: A League of Legends Story Review – Royal Pain

Publisher: Riot Games
Developer: Airship Syndicate
Rating: Teen
Reviewed on: PC
Also on: PlayStation 4, Xbox One, Switch

Even twelve years after its initial release, League of Legends stands atop the esports pantheon as one of the most popular competitive games in the world. Ruined King: A League of Legends Story takes several of the beloved MOBA’s notable characters and drops them into an entertaining, albeit overlong, role-playing experience. Skill-based progression, explorable hubs, and turn-based combat might immediately excite fans of developer Airship Syndicate’s debut project, Battle Chasers: Nightwar. However, Ruined King’s implementation of these features is often mediocre. Nevertheless, the total package is an adequate single-player alternative to Riot’s multiplayer-centric titles.

Sadly, Runeterra’s verdant prairies are absent from Ruined King. Instead, I spent several hours predominantly traversing the port city of Bilgewater and its neighboring region, the Shadow Isles, to find and defeat forgettable antagonists. These locales are home to vicious pirates, wild beasts, and restless spirits. Ruined King’s washed-out grays and sickly greens parallel grim motifs like revenge, greed, and displacement. But after retracing my steps through the same shadowy caverns and bleak harbors for several hours, that subdued color palate took its toll; the many marketplaces and temples became increasingly lifeless and dull.

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This is a shame because the ensemble cast – Miss Fortune, Illaoi, Braum, Yasuo, Ahri, and Pyke – have fun and diverse personalities. Silly banter and tense disagreements between the protagonists keep Ruined King’s predictable narrative interesting. Each legend interacts with the game world differently, making for some engaging interactions. Pyke’s expertise as a harpooner allows him to dive into deep waters to access hidden passageways. At the same time, I’d shoot Ahri’s magic orbs from various angles to activate far-off switches or solve environmental puzzles. These skills were always valuable, especially when scouring dungeons for rare gear and lore documents. Of course, collectibles weren’t the only things that awaited me while completing main and side quests. 

Most areas are host to a bevy of enemies, from long-bearded undead warriors to stone giants, and battling these monsters helped make up for the uninspired level design. When a battle begins, an “initiative bar” at the bottom of the screen indicates the turn order, but a “lane” system – inspired by League of Legends mechanics – spices up the formula by allowing characters to move up or down the initiative bar at will. A sword swipe or magic blast from the speed lane will hit earlier with reduced damage. Conversely, gunshots or shield bashes from the power lane take longer to activate but are particularly devastating. “Zones” that appear along the bar have the chance to apply buffs or debuffs, so using lanes to obtain or avoid these random conditions added even more depth to the action. Even though I wish foes were more challenging, the clever rhythm of Ruined King’s lane system made me want to seek out brawls all the time.

I loved using Braum’s “Stand Behind Me” ability in the power lane to cast mighty shields on the entire party. And if I didn’t feel like waiting for a lane ability, I relied on default attacks for instant gratification. An ultimate meter builds up throughout engagements, and activating these super abilities often meant the difference between slaying a beefy boss or losing the bout entirely. Unfortunately, I couldn’t substitute party members in or out of combat, which didn’t allow for much roster experimentation. Moreover, during several combat scenarios, I felt like I was being punished for any tactic that didn’t include the typical healer or tank-focused lineup. Fast-traveling to a rest spot to make emergency swaps and remedy this issue was a constant immersion-breaker.

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Vanquished adversaries drop gold and, more importantly, materials to spend on weapon and armor enchantments. I collected an impressive number of enchantment recipes while traveling off the beaten path, and my combat prowess towards the latter half of Ruined King benefited from this. I often altered my gear to increase crit ratings so that my katana-wielding Yasuo and gun-toting Miss Fortune boasted significant attack numbers. I also earned ability points for leveling my party (experience points are shared), which I’d use to amplify default and lane powers. “Rune shards” were also doled out every few levels and, once equipped, introduced fun modifiers that bolstered stats of my choice, like Illaoi’s healing or Pyke’s evasion. I appreciated having many routes to upgrade my favorite fighters and customize their respective kits.

Ruined King is a conventional RPG set in the League of Legends universe with an exciting lane system that smartly reconstructs the standard turn-based loop. Still, a forgettable story about good vs. evil and reiterative backdrops are apparent drawbacks. The action and imaginative characters do their best to keep the game’s 20-30-hour time sink enjoyable. Still, players that aren’t already fans of Riot Games’ flagship franchise are better off skipping this entry.

Score: 7

Summary: Ruined King: A League of Legends Story might impress fans with its nuanced combat systems, but beyond that, Riot Games’ latest RPG is a mediocre experience at best.

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Thursday, December 16, 2021

The Gunk Review – Colorless, But Comfortable

Publisher: Thunderful Publishing
Developer: Image & Form Games, Thunderful Development
Rating: Teen
Reviewed on: Xbox Series X/S
Also on: Xbox One, PC

I began The Gunk with eager anticipation, blasting across the swirling clouds of the cosmos. The opening cinematic is beautiful and full of promise. Unfortunately, it is also the apex of the short game’s trajectory. In a game filled with alien worlds splashed with color and populated with extraterrestrial mysteries, The Gunk falls surprisingly flat. Fortunately, this spacecraft manages to stay afloat with likable characters, solid gameplay, and a serviceable story.  

The Gunk’s heroes, Rani and Becks, are a pair of plucky and impoverished space haulers. They touch down on an unknown planet hoping to discover valuable resources to pay off their debts and set themselves up for life. As Rani, you fearlessly explore the unknown world, scanning life forms for data, jumping from craggy cliffs to oversized leaves, and eventually, clearing away obstructive, plant-destroying Gunk. Becks stays with the ship, but the comms allow an easy back and forth between the ship’s co-captains, which reminds me of Cowboy Bebop and Firefly, shows that star intrepid space travelers in constant need of cash. While not bad company to keep, this highlights a problematic pattern: nothing in The Gunk feels unique.

Everything in this adventure is reminiscent of something else, and, for the most part, it’s been done better somewhere else. After encountering the planet’s titular gooey substance for the first time and vacuuming it up with my robotic arm, I flashed back to Luigi’s Mansion. Other features, from opening shortcuts by dropping climbable vines to shooting glowing buttons that open locked doors to harvesting the planet’s plant life for crafting materials, feel incredibly well-trod and uninspired. On the one hand, The Gunk feels familiar and slightly comfortable. On the other hand, nothing really sticks out, making this experience almost forgettable.

Despite evoking other great shows and games, The Gunk never reaches the heights of its inspirations. Despite the range of colors in these alien landscapes, the hues never pop, and the terrain always seems a little unsaturated. Instead of triggering an awe-inspiring moment where the grey, Gunk-infested landscape transforms into a vibrant oasis of exotic plant life, the dulled aesthetic means cleaning the Gunk from a location only has a moderate visual impact, which diminishes the thrill of cleansing each area.

During dialogue-heavy sections, the character models’ lips flap like lifeless puppets, resulting in cutscenes that are fine to listen to but awkward to watch. Running, jumping, and shooting feels smooth, but I occasionally got stuck on the surrounding geometry. Hovering helplessly in the air thanks to a glitch is annoying, as is noticing that plants and rocks often have the same texture, but they didn’t stop me from having a good time running around the world and accomplishing my mission.

That mission is, at first, straightforward. Collect resources from the world to make much-needed repairs to my robotic, vacuum-ready prosthetic arm and look for anything that might sell for big bucks. However, the adventurous Rani can’t stop herself from trying to rid the world of the sticky mass threatening its flora and fauna. Unraveling the mystery of the Gunk’s origin puts Rani at odds with the pragmatic Becks, who doesn’t want to waste their precious and diminishing supplies fixing someone else’s problem. As a result, the conflict at the heart of this story was strong enough to push me on from one linear section to the next.

The Gunk deserves a fair bit of criticism and only a little unreserved praise. The connection between the characters holds up the story, sucking up goo is strangely satisfying, and the mechanics work as intended. However, I wish the world felt more distinctive and better realized. The environment has the potential to be a vibrant kaleidoscope with brilliant hues and unearthly forms. Unfortunately, it doesn’t quite hit that mark. All said, The Gunk is a competent romp through space, but not a stellar one.

Score: 7

Summary: The characters' relationship bolsters the story and sucking up goo is satisfying, but The Gunk doesn't offer much that players won't have seen before.

Concept: Clean the toxic globs that threaten to swallow a planet while scavenging for crafting resources and riches

Graphics: Though the concept is bright and extraterrestrial, the final product is lackluster, with dull colors and unpolished textures

Sound: The score mostly recedes into the background, but the back and forth character banter is engaging

Playability: Cleaning an area of sludge and clearing the path forward to revitalize the surrounding landscape is rewarding

Entertainment: Nothing here will surprise seasoned gamers but The Gunk has enough diverting action and puzzle-solving in its brief runtime to keep players’ attention

Replay: Moderate

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Friday, December 10, 2021

It Takes Two Review – The Joys And Heartbreak Of Love

Publisher: EA Originals
Developer: Hazelight
Rating: Teen
Reviewed on: Xbox Series X/S
Also on: PlayStation 5, PlayStation 4, Xbox One, PC

Beneath exhilarating rollercoaster rides and silly conversations with squirrels, It Takes Two has a heavy heart. It’s about divorce and the toll taken on a daughter who doesn’t want to lose her family. It’s about decaying love and the differences that divide us. It’s about not wanting to face reality and not wanting to let go. It’s also about hope and uncertainty, the past creating a better future, and finding common ground no matter how much it may hurt. All of these elements are beautifully woven into a colorful and soulful adventure that hits hard, both in its moving narrative and clever gameplay. It Takes Two succeeds in being a game that pushes two individuals to work together to create a relationship that works, but for how long?

In an emotional opening shot, we see a little girl named Rose run off to her play space after her parents, Cody and May, tell her that they are separating. She’s devastated and keeps saying she just wants them to be “friends." As hard as it is for Rose to accept the news, we learn she’s been expecting it. Not only has she made two action figures of her parents to play make-believe with – to show them the way she wants them to be – she’s also secretly purchased a “Book of Love” to learn how to make them care about each other again.

Rose’s tears fall from her cheeks onto the figures and book, conjuring magical forces that sweep through the house. When we next see Cody and May, their souls have been passed to their miniature, wooden and clay counterparts. As these two adults rightfully panic in their new bodies, the Book of Love greets them as an upbeat, comical figure named Dr. Hakim, who promises to help them mend the bond they once shared. The entire adventure is told from this diminutive perspective and delivers a nicely written story that unfolds amid treacherous action sequences. The blending of narration and gameplay works incredibly well, giving you plenty of insight into the minds of Cody and May as they leap about and race to find a way to return to their normal lives (and sizes).

Dr. Hakim doesn’t want them to move so fast, however, and thinks they should stay small to work out their differences. This somewhat nefarious desire of his is brilliantly transformed into the foundation of the adventure. As the name of the game implies, It Takes Two can only be played cooperatively by two people, either sitting on a couch together or online. While each player is asked to complete individual platforming challenges, not much progress can be made unless the duo is working together. Almost every significant movement demands teamwork, communication, and patience between the two players. Even when playing online, the screen is always split in two so you can see exactly what your partner is doing, an excellent touch that allows for the other player to problem solve with verbal guidance.

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Cody and May share the same basic moves, but are given different tools to use in each world. This makes them feel distinct and sets the stage for one person to always have ownership over a specific type of action. For instance, Cody has explosive gel, but it can only be detonated with May’s rifle. Later in the game, Cody can change sizes, while May is equipped with magnetic boots – an odd pairing that is used to let both characters interact in the world in different ways to open up new routes.

Combining the actions of both players is used in almost every sequence, which are usually wonderfully designed, delivering plenty of laughs, edge-of-your-seat moments, and a unique flow that necessitates teamwork. A few sequences push both characters to do the same type of action, but with slightly different thinking and motions for each, such as having to spin the water wheels on a boat in different directions to avoid running into mines. This is the type of activity that will have you yelling back and forth as you stumble with what you want the other player to do in conjunction with your movement.

While It Takes Two will be talked about for its cooperative-only design and subject matter, developer Hazelight’s biggest triumph is the variety in action. When a particular gameplay idea has been explored fully, the action transforms into something new, which is taken for a ride in fun ways before expiring and presenting another idea. It's amazing how many different concepts are explored, almost coming across like a greatest hits of everything you can do in action games. Some of these ideas work better than others, but most of Hazelight’s attempts are incredibly well executed, such as riding on the back of a magical catfish, roaring down an icy slope in a bobsled, or using a fidget spinner to launch into the air.

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The core gameplay of running and jumping is consistent in every world, but the problem-solving elements are always being shaken up. Hazelight even provides a breather from the action from time to time through amusing minigames that allow you to compete against your partner, give them a helping hand, or in some cases, take out your stress on them (like hitting them on the head in a game of whack-a-mole).

Constant verbal communication is an absolute must for almost every little sequence, which again gives this game a bit of a unique stance. Many of the challenges will have you saying phrases like “throw the switch…now!" Some of the co-op feats can be brutally difficult both in timing and movement, leading to both players dying plenty, but checkpoints are liberally dispersed. If you miss a jump, you usually start again right at that spot (or just a few gameplay steps back from it). Progress being updated so often helps save the game from its slightly stiff and imprecise platforming mechanics. If both players die, they'll have to restart a boss fight or backtrack to redo a little of the level, but a nicely designed quick self-revive mechanic limits those moments.

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The platforming is sophisticated, requiring double jumps and air dashes, along with rope swings and more. None of these actions are completely reliable or as fluid as you want them to be, but are good enough to get the job done. Hazelight is quite aware of just how often timing missteps can be made and aids the player by having characters automatically be pulled to a ledge rather than miss if they are close. It’s odd to see Cody or May magically move through space, but it’s better than having to try a difficult action again. The helpful warping happens everywhere in the game, whether you are a good five feet under a rail slide and suddenly find yourself on it or are about to miss a jump to a tree branch.

It Takes Two may not be the platforming juggernaut that it aspires to be, but it more than makes up for it with its big heart, wealth in variety, and gorgeous imagery. All of its individual actions are things we’ve done in other games, but when applied to this distinct cooperative approach, they take on a whole new life and are used in wonderful ways over a long adventure. The action will have you laughing and screaming at your TV, and the story stays strong throughout, creating the backbone for an entertaining adventure that roars with excitement and should keep you glued to the controller to see if this couple’s lost love can be rekindled.

Score: 9.25

Summary: Hazelight's cooperative adventure is clever, different, and loads of fun.

Concept: An expertly designed cooperative experience that pushes each player to do different things in concert to solve challenges

Graphics: The worlds soar with realistic details. It’s fun to see how ordinary objects are brought to life to either transform into bosses or NPCs

Sound: Your characters often converse as the action unfolds, and the music fits the sequences well, even conjuring up familiar melodies of classics like “Flight of the Valkyries”

Playability: Many different gameplay ideas are explored, and none overstay their welcome. The variety is great, but the core platforming mechanics are not as reliable as they should be

Entertainment: A roaring success both in its diverse co-op-driven gameplay and mature story themes that unfold in playful and heartfelt ways

Replay: Moderately High

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Monday, December 6, 2021

Halo Infinite Review – A Return To Form, And Something New

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Publisher: Xbox Game Studios
Developer: 343 Industries
Release: 2020
Rating: Teen
Reviewed on: Xbox Series X/S
Also on: Xbox One, PC

I rumble along in the armored cocoon of my Scorpion tank, scaling an elevated path to the Banished stronghold. With each explosive cannon blast, the outer sentries prove they’re not much of a threat, but my foes have prepared for this approach, and the narrow mountain path hits a blockade. While my marines disembark and charge ahead, I grapple up into the nearby hills and begin to pick off Jackals with a unique variant sniper rifle – spoils of an earlier conquest. But no plan survives first contact with the enemy, and I’m eventually scaling the outer fort wall and dropping into a nest of entrenched Brutes, as the familiar rattle of my assault rifle begins to clear the way.

Halo Infinite walks a narrow line between old and new and does it with as much success as I’ve seen from a game. As one of the most recognizable “feels” of play, it’s confidently nostalgic and rooted in an established legacy, ably recalling the earliest games in the series. Whether it’s the satisfying stick of a plasma grenade, the haughty cries of a sword-wielding stealth Elite, or the gradual discovery of a mysterious Halo ring, Infinite is an homage to Combat Evolved, 20 years after that first release. Simultaneously, 343 Industries’ new game charts its own course. Equipment like the incredibly satisfying grappleshot, open-world elements that inject increased opportunities for exploration, and freeform base assaults that challenge players to think creatively – all of these and more help the formula stay fresh and relevant. The balancing act works, and this is the best a Halo game has felt in over a decade.

Master Chief’s latest adventure opens in media res, with his defeat at the hands of a Brute warlord and the destruction of the UNSC Infinity. It’s a reset of expectations about where the story was going after the last game and a figurative teardown of the complicated fictional framework that defined the previous two series entries. Master Chief awakens six months later, with a new, more naïve AI companion at his side, and sets to work doing what he does best – overcoming insurmountable odds one bullet at a time.

The resultant story is relatively simple, as he unwinds the mystery of what happened during his absence, but the narrative is tinged by vaguely mystical overtones about the absent Cortana and the long-forgotten secrets of the Halo. While some questions get answers, Infinite revels in its head-scratching perplexities, and even fervent lore enthusiasts may reach the conclusion with a resounding “huh?” That, too, keeps to the old Halo form, but this time I found much more to enjoy in the genuine character moments of hope and resilience, and I could have used a bit less bewilderment.

Halo Infinite’s production values are through the roof, with breathtaking outdoor vistas and imposing cathedral-like interiors. The score is impeccably paced, emotionally powerful, and perfectly poised between familiar motifs and surprises. Likewise, the voice actors turn in powerful performances that elevate these sci-fi figures and communicate humanity and loss. In action, everything moves and crackles with tension and excitement, from weapon flashes to vehicle explosions.

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Combat plays like a dream, and whatever else a player might enjoy or dislike, the action should motivate players to complete a playthrough. Each gun brings something rewarding to the table, and enemies are fierce and challenging, especially as you make a run at that vaunted legendary difficulty setting. In particular, boss fights on the more demanding settings are tense and exciting – a rare feat in first-person shooters. The new equipment, particularly the grappleshot, has a transformative effect on gameplay, leading to more mobile and vertical play. Battles carry a constant sense of movement and momentum, and I couldn’t wait for each subsequent encounter.

The new open-world and progression elements borrow heavily from established successes in that genre, and there’s nothing profoundly innovative about the gradual takeover of a zone. But the battles feel so good that I didn’t mind too much. I especially enjoyed the larger bases and outposts, which encourage creative thinking in how you approach routing the bad guys. I also loved the small moments of discovery – hidden weapon caches on a mountaintop or caves that hold the last weapons of a doomed Marine squad.

Infinite’s accompanying multiplayer suite is free-to-play, and it warrants a similar level of enthusiasm to the lengthy campaign. Whether in tense ranked matches, desperately running to capture a flag in quickplay, or smashing Warthogs together in 24-player Big Team Battles, the core competitive shooting is fast and enormously fun. The “fair start” mentality is a breath of fresh air in a multiplayer scene dominated by games with earned weapons or mismatched classes; here, if you win an exchange, it’s because you scavenged the right gun and fought the best engagement.

Slow multiplayer progression systems, limited character customization, and individual weapon and grenade balance all need a good bit of adjustment in these early weeks of play. Those elements hurt my enjoyment of an otherwise rewarding match-to-match experience. But those features have already been tweaked since launch, and may be significantly different weeks from now, so there’s a limit to how much I want to tear the game down when the actual multiplayer battles are so much fun.

Like many, I’m sad that Halo Infinite doesn’t offer cooperative multiplayer at launch, if only because it’s been a bulwark of the series’ identity. It’s a disappointing omission, but I have to judge the game before me, not the features I wish might be there. And by that measure, Halo Infinite is a rousing success. Whether you want a big, mysterious sci-fi adventure or a chance to engage with some intense PvP, Halo Infinite nails the shots where it counts and heralds a new era for one of gaming’s most recognizable mainstays.

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Score: 9.25

Summary: 343 Industries captures the magic, embracing series traditions without being held back by them.

Concept: Conquer alien enemies one firefight at a time in this return to the classic feel of one of gaming’s most familiar mascots

Graphics: Breathtaking environments, popping weapon effects, and grand science-fiction aesthetics combine to impressive effect

Sound: A magnificent score merges old and new musical themes, while the voice talent turns in top-notch emotional performances

Playability: Excellent gunplay is accompanied by a newfound sense of mobility and speedy traversal

Entertainment: A big game with a lot to offer through long-term multiplayer engagement and subsequent campaign plays; the whole thing feels rooted in legacy, but looking to the future

Replay: High

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Thursday, December 2, 2021

Solar Ash Review – A Rollercoaster Of Style And Substance

Publisher: Annapurna Interactive
Developer: Heart Machine
Reviewed on: PlayStation 5
Also on: PlayStation 4, PC

Rei awakens, dazed and confused within the Ultravoid. She’s a voidrunner, meaning she explores black holes with the help of advanced technology. Unfortunately, the Ultravoid is an exceptionally massive black hole with Rei’s home planet ensnared in its vacuum. Time is of the essence; Rei was sent into the Void as part of a team to activate the Starseed, a device designed to collapse the black hole and save her planet. But her allies have vanished, and the Ultravoid has native defenses in the form of ink-like monsters. With dire stakes and Hail Mary solutions, Rei’s solo mission is worth seeing through to its surprising conclusion in this impressive high-speed action platformer.

Activating the Starseed requires slaying six Remnants, humongous beasts that hold dominion over the Ultravoid’s handful of biomes. Awakening these titans is the first step, which involves destroying giant eyeballs connected to them scattered across the landscapes. Thankfully, Rei is a nimble explorer. Solar Ash is all about the flow of movement, and getting around the Ultravoid is a wonderful rush. Rei’s skating feels swift but controlled; I never lost control when it wasn’t my fault, even in the most precarious areas. Even better, she instantly recovers speed when slowing down becomes necessary. I gleefully leaped across floating ruins, bubbling lava pools, and acid waterfalls with calculated recklessness thanks to the expert placement of platforms and grind rails. No matter how far I jumped, I always had a landing to target.

Lock-on grapple points and a slow-motion aim mechanic work well and are woven perfectly into platforming puzzles. I only wish transitioning between grind rails was snappier. Given the speed of Rei’s grinding and how far she can launch, it’s easy to overshoot rails, given their close proximity.

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I regularly said, “wow,” whenever I stepped into a new biome. Solar Ash is beautiful. Its striking color palette and an almost spherical world design lend the experience a dreamlike quality. You can skate up and around this cosmic playground from seemingly impossible angles, and looking across inverted landscapes is always a trippy delight. Each area adds fun twists that take advantage of your movement, such as carrying rapidly fading mushroom spores to matching colored nodes to sprout vines for grinding.

Everything in the game is in service of keeping you moving, and that extends to the simple but satisfying hack n’ slash combat. Most enemies drop after only a couple of hits, meaning you can easily kill them without stopping. Gracefully eradicating foes while artfully dodging their attacks never ceases to feel cool. My favorite encounters are against the Remnants. These towering monsters come in different shapes and sizes, including a bipedal warrior or a flying bat-like creature. They essentially act as moving platforming puzzles and are the final exams of your skills. Racing across their writhing forms to quickly shatter nodes across their bodies is a reflex-focused, white-knuckle affair that had me holding my breath and fist-pumping in triumph. Taking too long and getting vaporized back to the ground is frustrating, but that was usually due to an errant choice in my platforming and often fixed by a quick course correction. 

I also appreciate Solar Ash’s elegantly clean overall design. I wasn’t burdened by complicated mechanics or even new abilities for Rei. She retains the same small skillset throughout the experience, with collectible suits offering useful passive buffs, such as health-restoring attacks or increased speed boosts. Along the way, you collect currency in the form of plasma used exclusively to upgrade your health. Bizarrely, however, defeating each Remnant triggers a sequence that removes one notch of health. I’m not sure what the point is in constantly spending thousands of plasma to regain the same disappearing hit point, but I’m not a fan of it.

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Solar Ash’s gripping tale of desperation and hope against all odds serves as another highlight. I felt for Rei, who is a rookie inadvertently burdened with the weight of her entire species. The story evolves her almost stubborn optimism and sense of duty in an effective – and surprising – way I won’t spoil. I came into Solar Ash expecting to feel indifferent towards Rei, and I’m pleasantly surprised to emerge feeling the opposite. 

Sprinting around the world is fun, but I was more than willing to slow down to absorb the intriguing lore along the edges, which fleshes out the Ultravoid’s history. Journal entries present fascinating tales of survival from those trapped within the Void. While these story beats are positioned as sidequests, uncovering the tragic arcs of Rei’s allies and the few surviving NPCs feels necessary as they feed into Rei’s character development and the story’s primary themes of loss, regret, and isolation. One standout tale involves a native of the Void grappling with his race’s tradition of sacrificing themselves to maintain the cycle of life and death. The writing even does a great job of making you care about CYD, your AI helper and one faithful companion, as the loneliness of the Ultravoid eventually rears its head.

Solar Ash had me racing across its cloud-covered playgrounds in the early hours, searching for the next fun platforming segment. By the remaining hours, I was running to see the conclusion of its gripping narrative. Solar Ash oozes as much substance as it does style, making for a wholly entertaining space romp.

Score: 8.75

Summary: Fine-tuned platforming wrapped around a gorgeous world and alluring storytelling make Solar Ash a wholly entertaining cosmic romp.

Concept: Explore a massive black hole and prevent it from consuming your planet by slaying colossal beasts to activate a powerful device

Graphics: Solar Ash’s vivid environments are stunning. Most screenshots are worthy of being printed and hung on your walls

Sound: Quality voice-acting serves as a surprising highlight, and a great soundtrack manages to be both grandiose and eerie

Playability: Skating and leaping across the fractured landscape feels smooth as butter. The smartly designed levels make it easy to maintain your forward momentum, even during combat

Entertainment: Solar Ash plays as well as it looks with a strong story at the heart

Replay: Moderately Low

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