An ambitious, janky, beautiful, frustrating game. When the movement works, it feels marvelous, gliding through levels with a gripping sense of momentum, pausing time and cracking heads as you go. But you can lose that momentum just by hitting a corner of geometry wrong, and the game stumbles in similar ways. Enemies quickly become a matter of just trying to guess when you're in the radius that a grapple autokill will work, and exploration turns into trying to figure out mapless exactly which cloudy enclave you might have left unviewed.

The bosses are the worst part by far. They ask the player to navigate between waypoints at a breakneck pace, which could be exciting if it were less repetitive and failures felt earned. But instead, any hiccup of geometry dooms a run and pushes the player out to scavenge up another shield box and try again.

Reviewed on Dec 12, 2021


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