This is definitely carried by an innate pleasure derived from the movement in this game and the stellar audio-visual experience, offering beautiful set pieces and surprisingly varied environments to skate through. What drags this game down though is first, an extremely shallow mechanical depth, offering the same experience throughout the game from the first minute. There are aspects of mastery, but not to a degree that reached a meaningful enhancement of the experience. I wish they leaned into the momentum of the movement way more heavily, allowing for emergent gameplay to happen where it already naturally feels like it could be there, just bubbling under the surface. The main collectibles in this are one of the weirdest systems I have ever seen in a game. It is a generic red substance in form of blobs or crystals found all over the place. It has one use: To upgrade your health bar. The problem: You can easily upgrade your health bar to the maximum before even fighting the first boss, after which you will lose one health upgrade, which you can just as easily rebuy again without any meaningful engagement or choice happening in the process. Either go all in: Remove all health upgrades at a boss and make it really useful to have them for the fights creating a decision for the player or just offer any kind of alternative, be it cosmetics. The current system adds to the overall feeling of the gameplay and systems not fully supporting the vision of the visuals, sound and story. I still immensely enjoyed my experience with Solar Ash, though and loved finding all the secret stashes and just being in this world.

Reviewed on Dec 09, 2021


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