It was about 5 hours into this game when I suddenly realized what it was. I had been trying to figure out what the gameplay felt like, but the unique tone of toys-in-a-backyard-sandbox was so distracting (and completely welcome, as a childhood fan of Army Men games) that it took me quite a while to realize this was Metroid Prime with a wooden sword.

I really enjoyed Supraland, but the comparison to Metroid Prime is important. Throughout Samus's journey across Tallon IV, you have to do a fair amount of backtracking. The reason this doesn't drive you absolutely insane is that the game features a great 3D map. Supraland DESPERATELY needed to copy that feature.

Getting lost is a serious problem here, especially if you're needing to remember where you saw something 10 hours ago. To go even further, a map pin system like you'd find in Hollow Knight or Breath of the Wild would be a perfect fit here too. Supraland plays well, has lots to discover, cool upgrades, and challenging platforming and puzzles. But I'd say about 5 of the 30 hours of my 100% playthrough were spent wandering aimlessly, trying to reach an area I'd previously been to, but couldn't remember how to get there again.

The weapon and ability upgrades are probably what Supraland does best. Most of them come as a complete surprise, and while the game can seem overwhelming at first due to the mapless, sprawling nature of the world, later upgrades ensure that just about everyone will be able to 100% this game without a guide if they really wanted to.

Great game! But the lack of an in-game map distracts from everything that it does so well.

Reviewed on May 27, 2022


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