In Anodyne, the character Young wakes up in a mysterious void filled with geometric white platforms, guided only by the voice of the mysterious character, Sage. Take the role of Young as you explore and fight your way through over twenty nature, urban and abstract themed areas in the human Young's subconscious, ranging from diverse, monster and trap filled dungeons, to passive and friendly pastoral landscapes. Anodyne's aesthetics are presented with a 16-bit-era visual style and a moody, dream-like soundtrack. Are you ready for a nostalgic adventure in the land of classic pixelated action-RPGs? Are you up for some deep and moving storytelling? All this and more awaits you in Anodyne.


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Anodyne 2: Return to Dust
Anodyne 2: Return to Dust

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There have tons of 2D Zelda-inspired adventure games over the years, but very rarely if ever have any of them truly hit the feeling that Anodyne hits. The dream-like atmosphere is phenomenal and extremely charming, frightening, and intriguing all at the same time. The writing is clever and endearing without feeling schmaltzy or overly-referential. The level design is fun and feels familiar yet fresh. Play this and Anodyne 2 as soon as possible if you want a game built on powerful emotional cores and hope.

Very neat little game. Plays like the GBC Zelda games. Most of your time is spent exploring different worlds and clearing dungeons. The main goal of the game is to finds cards that are scattered throughout the game world. You'll need to collect 36 cards in order to finish the game (though there's more than 36 cards in total). After the credits you'll be put into a post game. Here you'll be free to find the rest of the games cards. As well as some easter eggs and secret areas. You'll do this with a new mechanic. I don't want to spoil it but its one of the coolest things I've seen in years. The story itself is pretty cryptic. Theres not a lot of interactions with others characters. Theres a few recurring characters but they don't really say very much until the end. It leaves a lot to interpretation. Honestly I'm not really sure what it was about. As for problems with the game I've only really got some nit picks. The games a little buggy. At least on Playstation 4 most of the trophies seem to be broken. Only about half the trophies for beating bosses unlocked for me. I think dying to a boss repeatedly might be what bugs their trophy. Since all the trophies I did get were from bosses I beat my first try.

Neat game but I beg of you avoid the Switch version, I dropped that version because, somehow, it runs really fucking poorly. How the fuck is a 2D game unoptimized????

This review contains spoilers

Is the post game a spoiler? Eh marking it just in case.

Overall a really solid links awakening style game. Music and art are great, and really give off that weird surrealish vibe. Dungeon puzzles are pretty fun and engaging, and combat, while not particularly interesting, does the job.

I didn't really engage with the post-game much, mainly because I don't care much for exotic puzzle solving, but if you do then you'll probably get a lot more out of this than me.

Overall I'm glad I played this even if I didn't get the "full" experience I guess.

Two qualities stand out in Anodyne: one, its designer's willingness to engage in symbolism and two, the quality of its mazes. Both can be hit-or-miss (hits: the red cave, apartments, and hotel; misses: the suburb, acrobats tent, endgame platforming), but I appreciate the use of 2D Zelda mechanics as a vehicle of authorial expression. There could be more connective tissue and context, but I enjoyed the open-ended, suggestive approach to story taken in most of the game. The mechanical complications of the final boss were fun and conveyed "final boss," but I found that it didn't do much to deepen the story. The ending was, somehow, just what I expected. I'm looking forward to what sounds like a more thoughtful and interesting game in the shape of its sequel.

Forever jealous of anyone that experiences this game for the first time. I replay it every year.