Reviews from

in the past


Didn't know they sound like posh english folk and americans in iran.

Si el juego destaca por algo es por el plataformeo y la combinación de recursos que te exige para superar las zonas más complicadas. He disfrutado bastante de los retos que suponen, con alguna frustración ocasional. Sin embargo, lo que son los combates contra los enemigos finales se me han ido haciendo bola. Primero, por el abuso de efectos luminosos de sus poderes que dificulta mucho dar una respuesta. Y segundo, por cómo empiezan a aparecer golpes y habilidades que complican mucho que puedas golpearles, estirando combates hasta lo indecible. La sencillez y, sobre todo, la claridad de diseño son fundamentales para el disfrute y aquí a partir de la mitad del juego son barridas por el brilli-brilli y una pretendida espectacularidad. Nada que no solucione una puntual bajada de dificultad.

Mira que el género en el que se enmarca es altamente competitivo, pero es que es de los mejores títulos de Ubisoft en toda su historia y llega a cotas altísimas con una facilidad que asombra. Entre unos controles inmediatamente ágiles y fluidos, un conjunto de habilidades originales e interconectadas y multitud de retoques a la fórmula metroidvania que buscan hacerla evolucionar, realmente sentí en varias ocasiones que este juego podría ser de lo que muchos desarrolladores empiecen a tomar notas a partir de ahora. Este tipo de aventuras nunca fue presentado de una forma tan accesible (pero sin escatimar en desafíos para quienes los busquen) ni con una cantidad de contenido tan robusta y consistentemente entretenida, todo a la vez. También plantea una narrativa muy interesante y bien contada, con muchas pistas y detalles del subtexto que desgranar. Dudo que nada destrone a Hollow Knight para mí, pero ha sacudido ese trono con ganas y se ha plantado en mi podio casi sin despeinarse.

Quickly felt like I was playing an all timer. The biggest criticism might be length, with the best upgrades feeling like they come late, though that’d be nitpicking. It never felt like it over stayed its welcome and I was compelled to keep playing to see the story through and also just because it never stopped being fun.

Huge respect to Ubisoft Montpellier. A revisit of Rayman Legends is overdue, as is finally playing Beyond Good & Evil.

Loistava metroidvania, vahva ehdokas vuoden 2024 parhaita pelejä valitessa loppuvuodesta. Tiukat kontrollit ja monipuolinen kykyvalikoima, joilla saatu aikaiseksi erilaisia ja haastavia tasoloikkahaasteita sekä puzzleja. Komea ulkoasu myös vaikka Switchillä pelasinkin. Tehokonsoleilla oletettavasti vielä napsun skarpimman näköinen. Nautinnollinen pelikokemus alusta loppuun.


it has been addressed many times over but what a complete surprise. the existence of the game alone was a shock but even then in the reveal trailer it looked to be a solid effort vs how special this turned out to be.

i wasn't completely into the combat but with some tinkering in the settings it allowed me to get back to what i was enjoying much faster, which was the platforming and exploration. once you start unlocking some of your abilities this game has some of my favorite movement in a 2D game with platforming possibly ever. completing some of the trap gauntlets while firing on all cylinders with your assortment of moves was absolutely sublime.

i did love Sargon too. my only complaint is the Warrior Within skin was locked behind preorder and is now lost unless it decides to show up again/who fucking knows but it's Ubisoft so...

The Rogue Prince of Persia looks to be much less of my kind of thing but after this i'm not going to write it off.

The final act drags quite a bit; I felt like I was ready to hit credits about two hours before I did. But beyond that it's a tremendously satisfying Metroidvania - tonnes of traversal that somehow doesn't feel cramped or unintuitive on the controller.

A surprising amount of bugs, sadly.

The best Metroidvania I've played that's not either namesake of the genre (I count Bloodstained as a Castlevania) Lost Crown manages to nail pretty much everything about getting the genre down right. The combat flows so well and as someone who usually doesn't like parrying in games the parry window was forgiving enough where I actually enjoyed doing it (Not to mention that you’re not forced to use it to actually beat bosses; this game and how great it is really me reminded me of how much I hated Metroid Dread). The movement and platforming is fast, responsive, and smooth. Moving around the world feels great and there’s enough well-placed warps where backtracking never feels like a problem. Exploration is rewarding with useful upgrades and items to discover and collect. The moves you gain also feel good too and have all that growing power and variety a quality Metroidvania should have. The game also manages to make you feel powerful as you progress through the game but still demands a good engagement with the mechanics on Normal, i.e. bosses are a great mix of requiring you to know how to play but never feeling like a slog. The main antagonist especially, who is clearly Vergil, Judgement Cut and all, is a great example of this. I’m also real glad that the only thing this game cribbed from Dark Souls was the estus flask system because man I am really sick of so many indie Metroidvanias shoehorning in Souls mechanics when they don’t really work all that well with the genre; I liked Hollow Knight in spite of that, but Lost Crown doesn’t have that problem at all. A few of the side-missions are a pain in the ass though so I didn’t bother with them, but overall I did most of them and they were real fun. Ubisoft Montpellier really proving they’re like the only part of Ubi making fantastic passion projects like this instead off AAA slop anymore. Lost Crown definitely going to be one of the must play games of this year and it’s already one of my favorites.

Um dos melhores jogos da Ubisoft nos últimos anos. Extremamente divertido e satisfatório, puzzles bacanas, exploração e level design bem feitos, só peca um pouco pela história marromenos, mas isso não tira o brilho desse metroidvania incrível. Por mais projetos assim vindos da Ubi.

Heard a lot of great things about it, yet I was sincerely surprised by how good it actually is.
Excellent metroidvania that takes a LOT of inspiration from Metroid Dread and other famous games of the genre, but can manage to make it's own things especially in terms of movements and abilities.
Art direction is also one of it's big strength. The game is very pleasant to look at with it's huge structures and colorful landscapes in the background; and the over the top animation in cutscenes is super fun.
A great game to play on the switch imo

A great metroidvania. The movement feels amazing and it has some really creative abilities that are used in fun ways. The boss fights are all excellent and a sight to behold.

That said the story and world design could have been more thought out and it is still somewhat buggy.

When the shitty AAA publisher actually makes a really good game for once but nobody buys it 😐😐😐

Very well put together Metroidvania with exceptional quality of life features making it very smooth to play. Ubisoft have clearly taken inspiration from gems of the genre such as Hollow Knight and Ori (particuarly Will of the Wisps).

First impressions aren't great, with basic movement abilities, dull character work and a nothing-burger of a storyline. The title soon picks up speed though, with each new unlock offering interesting usage in both traversal and combat.

The map is large and full of optional platforming challenges and simple puzzles. Except for one late game area featuring a naval battle frozen in time, there is not much originality to the locations you'll be jumping around. The expected temples and forests give way to sewers and mountains respectively. Each area would have benefitted from a few more traversal or combat tweaks specific to the locale.

It is refreshing seeing AAA studios tackling a genre that has been predominantly served by the indie scene in recent years. I hope both Ubisoft, with Lost Crown, and Nintendo, with Metroid Dread, see enough success to greenlight sequels.

Feels more like a starting point than a full-fledged successor to the franchise, but it was hella fun. Pls give me the sands of the time remaster now

Actually worthy of the hype! Even though there are some typical Ubisoft annoyances, which they're always good at including, I found myself really enjoying this one and having a hard time giving up playing it until I was completely done. Lost Crown is an aesthetically pretty game with a main protagonist that's enjoyable to control and some really cool audiovisual experiences.

The first and most striking thing is the visuals, and I constantly enjoyed seeing the absolutely massive city sprawling in the background, or a crumbling statue frozen in time. I really enjoyed both the navigation and visuals of most areas, my favorite being the "Raging Sea" area, which is so cool that I feel like maybe I shouldn't spoil the discovery, but I'm going to anyway. It's a fierce storm at sea that's been frozen in time, so ships splintering, crew flying off deck, masts breaking in half, all eerily still as you run through. In fact, time is so stopped that you run on the surface of the water. It looks and feels so cool! (Now, the goal of the area is to unfreeze time, which is a huge bummer, but thankfully, they didn't bother animating the first part of the level once time is unfrozen so even though it makes no sense with the story, the first half of Raging Sea remains stuck in time so you can go back and enjoy it while grabbing collectibles.)

Your character, who is not the prince but just some guy named Sargon, is also a joy to control and the movement abilities you obtain are just plain classic metroidvania fun. The first one you get is an air dash, which for me came in with the perfect timing just as I was saying to myself that this game sorely needs an air dash. The game also rather tastefully withholds the double jump until nearly the end, which can be a risky gamble in this genre, but I felt like it really worked out and that it also came at the perfect time, just when I had started to feel that there were a few too many rooms or situations where I'd need some kind of vertical assistance.

The game also offers an ability I don't think I've ever seen before in the genre, which is the shadow ability that allows you to drop a copy of yourself at your current location and teleport back to it instantly. The game successfully uses this in exploration, puzzles and combat, and I found myself confused often, only to remember that I can do the copy teleport thing and then the room went from seeming impossible to seeming very natural and logical. You also get an ability that reminds me of Ashen's teleport arrow, in that you can throw Sargon's chakram and teleport to where it is.

Lost Crown also offers an easily understood and readable map with just enough guidance to be helpful, but not so much that it becomes a Ubisoft marker fest. You can buy maps for treasures you haven't found, but the game waits to offer them until you've explored enough of the area by yourself (I'm not sure what the exact requirement is). If you love markers, the game does offer a baby mode that shows you everything on the map, but I never turned that on and can't comment on it. I also appreciated the game's extremely helpful screenshot mechanic, where you can take a quick screenshot that gets a marker on your map, so you can keep reminders of which corridor needed an air dash and which needed something else, or if there's a puzzle you can't quite figure out. It's basically like writing things down yourself except as an in-game feature. It's especially helpful for my scattered ADHD brain, so I enjoyed that feature a lot.

Speaking of the map and exploration, I really enjoyed how much of this game requires some serious acrobatics. While there are perhaps a few too many large and uninteresting rooms that get boring when you have to pass through them to find a health upgrade or some such, there are enough cool rooms that make up for it, and the good rooms often offer some seriously challenging, but not maddeningly difficult, platforming and acrobatics sections. The game really lives up to the parkour part of the Prince franchise and does not disappoint, to the point where I've seen people complain that there's too much of it. Personally, I don't think there is such a thing as "too much" backflipping, climbing and wall running in a Prince game. That's what the franchise has always been, since the very beginning in 1989!

So what didn't I like and why isn't it getting a perfect score? The small thing, to start with, is that I didn't really like how the plot unfolded and I didn't love the character designs or the in-game models. Especially Sargon's mentor looks and moves like a model from a PS2 game. I won't spoil what it is, but something in the ending also felt like a major plothole and oversight, that made the story make less sense than it could have. Also, the whole sewer region can go to hell and whoever designed that should not be allowed to work in misison design. They can go do some other task on a game and they shouldn't be fired, but they shouldn't be designing areas and missions. The Depths is just a pain-in-the-ass area where everything poisons you, enemies have annoying movement patterns and, worst of all, there's a long section where they take your map away and not only do they do that, the game has to taunt you about it by having the thief show up in every room, giggling at the fact that you don't get to use a map.

Those are the minor complaints, though, and the major complaints are with the combat, which I could just never truly get along with. I found the game easy enough and I managed to beat every boss on the second try, after spending the first try studying their patterns and feeeling like I was never going to beat that boss (especially Menolias), but I never truly enjoyed the combat for two reasons; the dodge kick and the conditional cancelling. The dodge kick is when you sprint or dodge (which is the same button), Sargon does an acrobatic little kick if you attack or attack cancel during the dodge, instead of tearing into his 3-hit combo. This made it needlessly painful for me to dodge and strike quickly as Sargon would always do the stupid kick instead of regular sword attacks and the kick isn't buffed by my sword amulets. I really wish the dodge kick wasn't in the game at all.

As for conditional cancelling, I mean the fact that you can dodge cancel out of your attack if your opponent readies a fast attack, but only during the first two of the three combo hits. If Sargon initiates the animation for the third attack, you can no longer cancel and have to see the attack through. I don't think this works at all and could never learn to master it. I believe that if your game offers cancelling, it's either all or nothing. Either it always works or it never does. Having it kinda sometimes work and sometimes not is just confusing and frustrating to me.

Oh, and speaking of amulets, this game's wholesale borrowing of Hollow Knight's charm system really doesn't amount to very much. There's a variety of amulets and I guess you could possibly create buidls if you really wanted to, but the game offers no reason to and you're obviously just meant to use the ones that buff melee and special attacks, because everything else is so clearly inferior.

The final complaint is that there were quite a few moments where I really had no clue where to go, like for example when the hint girl tells you that you should check out either the pirate zone or the forest zone, but really, you're supposed to go straight to the forest because the pirate place requires an ability you get from the forest path. I wasted an embarassing amount of time trying to figure the pirate area out because of this, and this sort of confusion happens a couple of times throughout the game's near 25-hour runtime. In the end, though, this one didn't bother me that much because there's always the internet if you're truly stuck and can't figure something out. The difficulty spike bosses didn't bother me either, because every time that happened, I could overcome rthe issue by backtracking and finding a few more health upgrades and that allowed me to defeat the previously seemingly unbeatable boss and that's just how this genre should work.

In short, a very good game, the rare Ubisoft surprise from the studio that almost always delivers their most surprisingly good games (so maybe it shouldn't be that surprising), with a few flaws that hold it back from being a masterpiece. Even with the mistakes and flaws, this is still far better than you might expect from the company and anyone who likes Prince games or metroidvanias should play this if they haven't already.

An unexpectedly good metroidvania, good job Ubisoft.
The late game platforming is very painful but maybe I’m not that good at it, I’ll admit to skipping a bunch.

Wife’s Reaction:
“Did you have fun?You sure swore a lot.”

There’s Sand in my Metroidvania:
You’re often retreading ground in Metroidvanias, and never has the traversal been as fun as it is in the Lost Crown. Finally, we have a new Prince of Persia and it’s a “video game” game. Mount Qaf, the game’s setting, is massive with plenty of intense challenges and secrets for engaged players.

Como fã de metroidvanias, estava com altas expectativas para PoP e não saíram defraudadas.

Enquadra que nem uma luva e está entre os melhores do género. Bosses e platforming desafiantes e um gameplay bastante afinado, é super recomendado!

Great metroidvania with good boss fights. Some of them really stand out and the cutscenes around these fights are also damn great. The traversal feels really good and the platforming sections are tight.
The plot was kinda weird with some characters doing 180s quite quickly but it was serviceable.
Very solid game.

Yeah, Ubi Montpellier can do no wrong bro. First they make Rayman Legends, one of the most amazing and polished 2D platformers of all time, and then they make one of the smoothest and most addictive Metroidvania's I've ever played. First off, the combat is just like. Oh my god. You don't just have like a repeated 3 hit combo, or a charge shot and projectile, no. They took what is basically a character action game moveset and put it in 2D. It is so addictive, and easily the best part. I was actively thinking "damn I want Sargon in a fighting game" because comboing enemies was just so fun. And on the few boss fights you could do it on, just ugh. Man it's so good. the style of the game is also great, somewhat gave spiderverse to me, in a very very loose manner. I liked it a lot, the splash screens when the bosses hit a critical attack were sick. The story was good, I liked it but it wasn't anything like spectacular. Same with the music. The traversal tools are also just great. They're pretty standard, but man everything just comes together to feel so smooth when you move. This game is so smooth. It's just so good. It's a shame it kinda went under the radar. Do yourself a favor and play it.

joguei uns 30%, bacana mas cansei

This game goes a lot harder than it has any reason to.

I am a pretty big fan of the Prince of Persia series. I had played Sands of Time and thought it was a pretty great game, but one day during my adolescence I had a fever dream about the 2008 game (it had the music from Sigur Rós that played in the commercial and everything). That one dream sent me off on a path of playing every Prince of Persia game that came out post Sands of Time, save for some spin offs. I enjoyed most of what I played, but those are all far gone memories now and I can't say where I'd stand on them now.

One thing I know for sure though? This is the best Prince of Persia game since Sands of Time.

THIS is how you take something back to its roots while adding to it in a meaningful way. The OG Prince of Persia games were difficult platformers with very touchy combat. This game is a difficult platformer with very solid combat. It adopts many Metroidvania elements, such as gaining power-ups that aid progression and encourage backtracking to find new discoveries. Each upgrade felt satisfying, and by the time you reach the end you'll wonder how you lived without any of them.

The combat itself is simple, but also has enough depth to really keep you going. You really can just mash your way through a lot of enemies, but you are also rewarded for learning how to extend combos. Though sadly, most bosses won't be affected by it.

After the passing of Akira Toriyama, the Ubisoft twitter posted about how this game's art and style was inspired by Dragon Ball Z. I was surprised, but it only made me more curious about this game. Once you reach a certain point, you'll realize just how true that statement was. Unlike the previous stories in the Prince of Persia series, this world has more emphasis on a connection to the gods and powers that enhance the characters. The original Prince in Sands of Time was a simple sword-fighter who also had time powers. Sargon is the same, but with Ashra energy. This is equivalent to Dragon Ball's Ki, in that it enables characters to do all kinds of crazy techniques. These are manifest in the Ashra Surges that you can use in combat. Not only are they over the top, but the animations go extra hard. These Ashra Surges, parry animations, and a lot of cutscenes in general go raw. You can tell they put work into making the action LOOK cool, and it really sold a lot of the fights for me. So much so that if I missed a parry animation on a boss, I would get frustrated because I wanted to see how it looked in that specific fight.

The story is good enough to keep you going as well, and it's a great length at around 20 hours to earn the Platinum. The characters of the Immortals themselves were all pretty great (and their entrance was really cool too).

All in all, if this is the future of the series, I'm all for it.

Jogo tem combate muito variado que casa bem com ampla variedade de inimigos que proporciona momentos de ação bem divertidos e empolgantes, movimentação de pakour bem satisfatória, evolução de habilidades contínua e bem bolada o que deixa tudo empolgante. Claramente tem elementos de cópia de Hollow knight e metroid dread, porém tem personalidade própria. Jogo é bonito, mas poderia ter sido melhor polido. Apesar de um tempo de campanha extenso o jogo se mantém interessante do início ao fim. Com certeza um dos melhores jogos disponíveis no Nintendo switch e sem dúvida faz jus ao nome que carrega.

A perfectly fine Metroidvania that I felt was held back by an overbearing focus on a pretty boring plot and set of characters. The gameplay was pretty fun, especially the boss fights, but despite all the praise I felt it was still a pretty janky experience with a pretty unmemorable map.

Some of the upgrades were unique, like the shadow of Simurgh, but a lot of the smaller secrets and collectibles were completely useless. Most rewards for exploration were just currency which never felt valuable because you often got more simply from fighting enemies.

My main gripe I guess is the map. I felt like they could've done so much more with it yet most areas were just a variation on the same city or ruin themes. I really liked the sea area, but there was nothing else like that throughout the rest of the game.

I still had fun with it, but I don't feel like it comes anywhere close to Metroid Dread for recent Metroidvanias in terms of fluidity. I like short, polished Metroidvanias that gives you the gameplay you want in 8-10 hours. Longer-form games like Hollow Knight have worked for me, but almost always because they've had an interesting and varied world and an extra level of polish and care that this didn't really hit for me.

Still Ubisoft's best game since the PS3 generation in my opinion though.

L’ennessimo metroidvania in cui son cascato, nella speranza che la presenza del principe me lo facesse andar giù.

This was a pretty fun metroidvania to play, albeit it was definitely a lengthy one where I got a total playtime of 41 hours, but I would say it was definitely worth it for the amount of content that it provides to the player. If I had to point out a major positive, and my most favorite part of this game, it's the puzzles and how you can interact with them. Everything feels incredibly well designed and not just tailored to one single power up you get in the game, the game itself encourages you to think critically. However, there are a couple of downsides that I found with the game, which was the overall soundtrack in the game, and the fact that it's a bit of a grindy game if you're doing 100%. The soundtrack mostly feels lackluster during gameplay, and it does have some epic themes during cutscenes but if I'm exploring a world then I need music that encourages me and gives me motivation, not ambience (although I guess I can't ask for something along the lines of a Metroid soundtrack for a Prince of Persia game, but still). As for the grindy nature, which again this is because I did a 100% playthrough for my first run, it definitely feels like an aspect of the game that got me really frustrated, because the game offers so much customization to you (which isn't bad), but in order to get those customizables you really need to farm for currency in order to pay for the large amount of stuff that's offered, and that can get REAL tedious (I spent around 5-6 hours just farming time crystals to get most of the remaining amulets by the end of the game). Overall, I'd say that this Prince of Persia game was an absolute success and I really enjoyed my time with it, even if it took a little bit for me to get into it. I would absolutely love to see the series go forward in a metroidvania style, because it's clear that it is a wildly successful model in both game design and commercially. Definitely give the game a try if you enjoy games like Metroid Dread and Castlevania: Symphony of the Night!


This game practically came out of nowhere, a game made by Ubisoft? Who really cares, ah wait, Ubisoft Montpellier, the Rayman team? That's neat, never played those but it's a classic of a platforming series. Not really my cup of tea however.
Word of mouth from small online circles was the only way this game grabbed my attention, and boy was it some strong word of mouth, the kind that raises your eyebrows and your expectations.
And well, it ended up blowing past any expectations I held. An absolute showstopper of a game.

The movement and platforming starts off simple, but smooth and free flowing yet tight and responsive. From then on, in usual metroidvania fashion, it proceeds to provide new abilities alongside your progression. The platforming constantly and very organically evolves through the game, making use of every one of these abilities to never get stale, and most of these abilities end up being exceptionally creative and well utilized, finding use not just through platforming, but also through puzzles and combat.
Puzzles are also frequent and all great, taking genuine thinking and use of the toolkit to accomplish.

The combat system is simple at its core, but very satisfying and allows for immense freedom, through the various traditional attacks, context based sequences and followups, the capacity of juggle combos, and the numerous abilities it provides. Several options for both offense and defense and a pretty good enemy variety keeps it fun and satisfying all the way through.

And for all this, despite mostly being a puzzle/platforming metroidvania, it's not just the combat but the bosses too that set a very high bar. Not a single major boss goes by that feels like its tacked on. It's one of the best lineups a 2d game could provide.
Every "major" boss makes sure to take into account the abilities and skills your character has gained and are designed around those to make you utilize everything you have obtained and learned. Figuring out the best way to dodge and punish attacks feels almost like a puzzle itself, and on the highest/Immortal difficulty, these can be unexpectedly demanding fights, requiring a learning process to be beat.
The bosses are also generally very memorable setpieces, displaying unique, bombastic, anime-esque sequences for bigger attacks and finishers, which goes a long way for impact and presentation.

Impact and presentation, while high energy for bigger moments, feels somewhat characterless for quite a bit of the rest of the game however. It has its standout moments and areas but in general, the artstyle, while polished and pleasing to look at, lacks a distinct atmosphere or feel/vibe to it. It does for sure try to establish an atmosphere through its visuals, music (which is very good) and worldbuilding, but a lot of the lore drops felt like dry exposition rather than worldbuilding. The story too, a few interesting beats here and there, really just ends up being something to move the game forwards, unsubstantial and unsatisfying.
I do have to give credit where it's due, figuring out one of the major lore beats through a specific collectible was quite satisfying.

Overall though, the general atmosphere and presentation, and thus memorability of the game ends up as just decent with some pretty good parts to it. None of this is a major drawback though, as it's a game really, really good at being a great game. Every second provides something creatively designed, or something satisfying to play and overcome. A massive hit for sure.

I can’t believe that we’re in 2024 and Ubisoft actually made a great videogame. Just kidding (or am I?)
The game is fun. I know that doesn’t sound like a great deal. But I mean is really, really fun to play. The combat is good, there is a decent variety of enemies, which make it fun to fight them. The character is amazing to control. Specially once you learn the main abilities (like double jump, the slide though the air, etc). The scenarios are full of secrets, chests, coins, etc. I’ll be honest, I didn’t care at all about the lore and texts about collectibles. I just picked them up and kept playing.
Visually, the game looks very well made. I played in on the Nintendo Switch and the graphics and textures can look a bit odd from time to time. For what I saw, on PC, Xbox and Playstation, the game looks a lot better. Apart from the graphics, the general style of the game is cool. Maybe not very original, but it looks good. Although I didn’t like the UI and menu elements.
The game has a few options to personalize the difficulty of different aspects, which is great if you are the kind of player that, sometimes, want a lower challenge. I won’t lie, sometimes I do. And I did use some of those settings in moments where I just wanted to move forward and I didn’t wanna spend another 20 tries on the same boss.
I liked the music in some key moments of the game. The general audio effects are very good, specially the background noises in the different environments. The voice acting is okay, nothing to complain or stand out about it.
I’ll be honest, I didn’t care at all about the story. It’s not bad, but I just didn’t care. I don’t think the story is the strongest point of the game: for me, it was just an excuse to play this really fun game and go from one side of the map to the other, fighting everything that moves in the middle. And that’s perfectly fine to me.
I don’t know if this is an issue only present on the Switch, but I found a but annoying having so many loading screens. I don’t know if the PC/Xbox/Playstation versions also have so many black screens. It’s not a deal breaker, but after a while, it can be annoying. Specially considering that the game has a fast gameplay (which is great) that makes you want to keep playing it fluidly.
I think this game doesn’t invent anything new for the genre, but it takes what works for this type of games and combines it all very well.
I don’t know if I will play this game again in the future, but maybe I’ll keep playing it a few more hours just to complete parts of the map that I didn’t go to during my playtrough.

Started but stopped. Good game tho

How did UBISOFT put out one of the most densely fun and mechanically interesting Metroidvanias that I've ever played? This game is a gem from start to finish and only gets more impressive as you progress farther into it.

It taught me to love a genre. How could I not love it?