1 person found this review helpful
Not Recommended
0.0 hrs last two weeks / 8.5 hrs on record
Posted: 22 Jul, 2024 @ 9:49pm

I really, really, really wanted to like "Elypse". On paper, it's got everything that I want: a tough platformer experience, a moody art style, tight controls that are easy to pick up, hard to master. The main issues with this game are so fundamental, a patch wouldn't fix them. In the end, several unfortunate design choices make this game's potential fall into frustration and in the end, I muscled through and felt relief, not excitement, when I was done. There's talent on display here, and I really want these folks to make another game.

Pros:
- Somber, surreal mood and atmosphere. You're basically escaping hell.
- Movement is tight and precise. You don't get many abilities,
- Level design switches up mechanics and adds new stuff in on the regular.
- Love the score. Not insanely memorable but never found it annoying or out of place.
- I really love the last boss fight's design. A real highlight.
- Accessibility options are a nice addition, and I like that they're there.

Cons:
- Extremely reminiscent of "Ori and the Blind Forest", to the point I couldn't stop noticing it. A floaty multi-jump, a mid-air projectile attack, a grapple mechanic that rockets you forward, bug-like enemies that shoot from their back, flying enemies that both dive and shoot, laser beams, multi-part blue keys that open blue doors, character that speak in soft gibberish, a meandering supernatural plot involving abstract forces. It's not a photocopy, but there's ENOUGH similarities it feels uncreative.
- What is the story of this game? What is happening? I feel totally lost in the jargon heavy narrative with unclear stakes.
- There are way too many blind jumps in this game. There's often no clear idea of where you need to jump, kind of important in, you know, a platformer.
- Why can't I rebind controller inputs? In the year of our Lord 2024?
- The grapple points will sometimes fling you out to the stratosphere, sometimes will just fart you out. I never got the hang of these things.
- Instant kill on any damage is incredibly frustrating in lackluster combat sections. Every boss fight becomes a slog.
- Difficulty spikes on certain encounters are bananas. You can cruise through an entire level and suddenly it's Meat Boy Dark World using a Guitar Hero controller, then back to baby mode. Nokron Tower is a particular offender here.
- Why is there no map? Omission is inexplicable. Half of my time in this game is trying to find blue keys or the blue door. Sometimes you need as many as 5. You have no idea how many you need until you actually find the door, and when you do, it's very easy to get lost on the way back. Both "Ori" game are multitudes more complex level-wise and I never felt lost in those.
- Underwhelming secondary abilities. I never felt the need to use them.
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1 Comments
Dracasis 20 Nov, 2024 @ 10:35pm 
The grapple points will sometimes fling you out to the stratosphere, sometimes will just fart you out. I never got the hang of these things."

This took me a while to get used to as well, you get flung based on the distance away from the point so the further it has to drag you in, the further it flings you out. The bigger problem I had with it was the icon changes states the moment your hitbox enters its range but is not actually intractable until the center of your hitbox comes in range. Thus, in a lot of my attempts to maximize that fling, I would be unable to activate it and fall out since holding the button does not activate it once you're in range either.