![]() All of the content outside of the movement mechanics and the bosses that are closely tied to them feel malnourished. So far the game's construction is good on paper, but this is where I pull the rug out from under you and reveal my true thoughts on the game: it's not engaging. Solar Ash isn't that long, but I think that ends up being a point in favor of it for reasons we'll get into… The levels aren't big enough for it to be annoying when you have to comb through it a few times to find the last part of a side quest, which is good because it keeps the pacing of the game brisk. The game isn’t “holding your hand” for the most part. The essential objectives have waypoints and everything else is up to you to find, which I liked quite a bit. These must have been quite the challenge to create and they were the biggest highlight of the game for me even though they all felt samey by the end. There is a great sense of scale and spectacle, too, since every boss is wandering or flying around the level that you just completed to get to the fight. There is a clear "Shadow of the Colossus" vibe with these fights as you mount the beasts and struggle to stay attached to them long enough to deal damage. Every area has a boss that you kill by skating around on its body, essentially acting as timed platforming challenges. As you might expect, there are a few basic enemies dotted around to fight you. The levels you skate around are "open zones" where you are assigned a set number of things to find or destroy. You can use the boost to gain extra jump distance and airtime when zooming off of ramps. There is a boost button in the game, but it only provides a quick nudge forward with a short cooldown period. ![]() The controls feel responsive and the physics for the movement are satisfying, although I kept wishing that I could just hold down a boost button to gain speed. The game itself is a sparse collectathon platformer of sorts with a focus on fluid movement instead of tight jumps and acrobatic maneuvers. ![]() The music fell into the back of my mind for most of the game, unfortunately, but it was still enjoyable. Every area of the game has a distinct visual style and color palette with music that helps reinforce the tone. There are some beautiful vistas here and the use of vertical landmarks helps the world feel cohesive while simultaneously making it easier to navigate the levels. I am a big fan of Heart Machine's aesthetic sensibilities and this game is no slouch in that regard. I went into this game completely blind after looking forward to its Steam release. If you don't mind combat taking a backseat and for the game to challenge you mostly in platforming/puzzles, then this game is a gem. ![]() The story to me is generic but not nearly bad compared to most games. For myself, I think that where the gameplay matters and what it is focusing on, it succeeds. I think it's undeniable the art is great. If 2/3 are great, it's a great game in my eyes. I rate games on three factors: story, art, and gameplay. The vistas, sounds, and vibes are all A+. While there isn't any meaningful punishment, the boss battles can take a decent amount of time to complete from failed attempts. The movement is so fluid and fun and can lead to really great stretches of sheer momentum when you're in the zone. The movement and platforming remain the core aspect of the game and there are nice puzzles and iterations to present a steady challenge for you each level. The other more negative reviews all are accurate to where the game is flawed: enemy combat, no punishment/meaningful upgrades, and meh story.
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