Redo!

released on Aug 20, 2019

Redo! is a game about a girl trying to find another human in a dystopian world overrun by biomachines. It's a lonely and evocative game about exploring the unknown and overcoming obstacles to see what is left.


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Overall I liked the game, biggest complaints are lack of map (had to draw one myself) and anticlimactic ending.

I enjoyed the gameplay and atmosphere a lot. The slow and methodical combat was nice and made me feel like learning to play Dark Souls for the first time. The stun mechanic was interesting.

The NG+ changes enemies, how rooms connect, and the order in which you get items. That last one in particular makes the replay worth the time, it does change how you approach things and made me use certain items that I didn't really use the first time around (force field and SMG).

short and interesting metroidvania,recommend if you wanna play something short and cool
only complaint for me is some of the controls


Un jeu très court. L'ambiance est bien et l'univers intriguant. Les mécaniques sont simples mais efficaces et le level design est réussi. Malheureusement certains passages ralentissent le rythme et la fin du jeu est vraiment décevante.

Played via the DRM-free itch.io release on Windows 11 (Gigabyte B560 HD3, i7-11700 @ 2.5GHz, 16GB DDR4 RAM, Nvidia GeForce RTX 3070).

I should probably preface this review by stating my experience with metroidvanias is rather minimal - I've put a fair few hours into the original Metroid whilst never being able to finish it (the lengthy rooms and lack of map feels near intentional to waste my time) but haven't touched a Castlevania outside of the franchise's original incarnation as an action platformer (OG, Bloodlines).

So it always seems to be the indie metroidvanias that hold my attention longer, and while Redo! seems to borrow equally from the genre as well as survival horror, it's a solid title, clocking in at just under a 4 hour experience if your goal is the ending.

I found movement to feel limiting at first (the other reviewer isn't entirely wrong about the jump) but finding that the level design is built with it all in mind made me relax into the flow of the game easier. Enemy design and item placement felt satisfying to me, easily encouraging the "come back later if you feel overwhelmed" feeling whilst not being above allowing the player to cheese through some areas if they're smart with rolls, weapon usage and health.

The art style and soundtrack were the personal standouts however - aesthetically it feels similar to 2012 game Lone Survivor at first but where that game planted it's feet firmly in the disturbing, Redo! isn't afraid to go fantastical with enemy and world designs. The soundtrack is more of a soundscape though and whilst there's not many in the way of "bangers" here it very much supports the art's strengths and lends itself to keeping you on edge rather than pumped up.

Overall I enjoyed my time with this game - I don't doubt that it could be better in some aspects and I'm looking forward to the developer's follow-up, Sessions, but for Redo!'s length and cost I was thoroughly pleased with my end experience.

Not sure how to feel about this. I died a bunch and that doesn't necessarily make the game a bad one, but the movement is a mixed bag because the jump feels awful, swinging your weapon feels awful, combat in general feels awful.

...and yet the dodge roll feels absolutely magnificent and covers so much ground and requires no stamina, so it's MOSTLY a better way to cover ground than actually walking or jumping.

The game is a lot of dying, learning where shortcuts back to your current checkpoint are, opening them up, and then moving forward again (at least for what I've played) and the enemies sound, and music are just so uninspiring that I don't feel motivated to chase it further to see if it gets better.

Maybe another time. But that dodge roll does feel wonderful.