This is a really, really solid game with a MASSIVE catch that I'll list at the bottom of the review. Gestalt: Steam and Cinders is ultimately a fantastic feeling Metroidvania wrapped around a story that was too high-concept for the writing team to execute gracefully. That isn't to say the writing is *bad* - it's frequently very good - but I'll get into that in a second. On game feel: the controls in this game are fantastic, for the most part. The main character animates beautifully (as does most everything in Gestalt ,) and everything from moving to attacking feels responsive and smooth. Getting a hang of the game's movement is a delight - it feels like there's enough here for speedrunners to chew on for weeks, fine tuning routes and perfecting short hops and dashes. The movement feels good even at a basic level but has the nuance and fine tuning potential to offer a lot of depth. The movement is Hollow Knight good and in some places better. The same can't necessarily be said for the combat. It's a swooshy affair with a range of basic attacks, heavy attacks that require some of your revolver meter (basically a super move gauge,) and some ranged attacks that also require your revolver meter. Where the combat has lots to unlock and master, the depth suffers when it comes time to actually put all those moves into practice. Don't get me wrong, the fighting is pretty fun but the basic enemy types don't demand much from you. There was one section of the game where I felt legitimately threatened by the enemies and there it often felt like the tactics the game encouraged weren't especially useful (i.e. i-framing an enemy shot by rolling only to get clocked by a backwards shot as part of the overly long animation.) At that point I felt frustrated rather than challenged - what I wanted was to be pushed into using more combat options, not feeling as though I had no safe approach. Boss fights are fun, but fairly easy and prone to cheesing with some of the more powerful techniques. All in all, combat felt good, but it felt good despite the enemies, not because of them. The music is another standout. There's a range of Western-esque strings over some heavy drums and symphonic shenanigans, and it all works - every single track is great. It's absolutely gorgeous and will be the fastest Spotify stream of my life if it ever ends up on the service. I know the devs are working on getting it put out as DLC; I'd recommend you purchase that instantly. Now: the writing. I should note that I'm hyper-critical of writing (perhaps hypocritically so, as this review might evidence,) and by and large Gestalt 's writing team did better than a lot of folks would have with this whole concept. But that's because the concept itself is anime as hell. In short: there's an apocalypse by way of a strange dimensional energy, there's people using that energy to slay the demons the energy itself produced, there's a schism between the normal people and the people corrupted by aforementioned energy, and then the story begins as the latter have been banished from the last remaining city, powered by vaguely defined 'steam.' There's proper nouns everywhere, constant exposition dumps abound, and characters routinely descend into ellipses-filled dramatics at the barest sight of a plot twist. None of it was game ruining - mostly - but it was a distraction every time a cutscene played. It's a shame the writing isn't stellar, because the character designs are fantastic and when the writing sings it really sings. But to have all that exposition and then have glaring plot holes is almost a step too far. The actual step too far is a major spoiler for the structure of the end of the game. I won't be spoiling the story, but I will tell you what very nearly made me thumbs-down the game, and I will put that behind spoiler tags. The game is a cliffhanger. This is nigh-inexcusable for a pixel art platforming metroidvania, choked as the genre is, as uncertain as the games industry is, as prone to dissolution at the slightest hint of financial woes as game studios are. The game ends with actual, literal sequel bait with no guarantee such a sequel will materialize. I have no idea what kind of optimism these folks are huffing, but I hope against hope that the industry remains stable enough for the devs to FINISH THE STORY. Christ alive, I haven't seen a slashed ending that brazen since Halo 2! With that massive caveat in place, I still recommend the game. For casual players, the moment to moment story, gorgeous art, incredible music and great controls will make for a really great weekender title you can blaze through and be (mostly) satisfied with in a couple solid sessions. For speedrunning types and completionists, the movement system here is a joy to use and I feel like if the game picks up a solid community we'll be seeing speedruns for months to come. It's a recommend, but to the devs: for the love of god don't pull that trick again.
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