Reviews from

in the past


The conclusion to my Analgesic Production playathon and wow, what a way to end on a high note. Everything about this game is done masterfully. The aesthetics, gameplay, story, I can't think of a single part of this game I have any kind of problem with. One of the few games I've played that I truly wish was longer. Analgesic Productions should get a billion dollars.

I've never played an Analgesic game before despite being very interested in how Anodyne 2 looks, but Sephonie stood out to me as a puzzle platformer and looking just weird enough to be up my alley.

Any fellow Canadians reading this, if you remember the "Short Circuitz" clips that used to play during commercials on YTV back in the day, this game feels and sounds like that. It really nails the bizarre, dreamscape setting of the island and the music evokes that N64 keys/synth style that is so familiar to a lot of us that it tickles that special little spot in the back of your brain - that weird little sad nostalgia zone that causes certain emotions. Like exploring an empty Super Mario 64 level or lonely Ocarina Of Time dungeon. The track that plays during the puzzle bits especially gives me that specific feeling - it feels so familiar and lonely.

This game is made exclusively by 2 people and I give them loads of credit where its due - the imaginative ways it displays its world and the creative story and writing that broadens the characters, their past, and their connection to the island, really makes this a great piece of art.

The game does feel clunky during certain platforming/wall-running sections, and I found myself failing to do things that felt like it wasn't my fault, but the game itself. You'll run at a wall at the exact angle you need to and jump onto it and it just won't work sometimes. The running itself takes some getting used to, and you'll find yourself speeding off the edge many times. BUT when it works, and when it clicks, and you're pulling off really awesome platforming and using your brain to reach nooks and crannies, it feels great. I applaud a team of 2 people that can make tricky platforming work at all.

Sephonie is a game that feels like it could use a bunch of gameplay polish to make it shine that much brighter, but at the end of the day it shines in its own special way. Truly unique and aspirational game design, presentation and writing.

to bargain with an imperfect world...to advocate for the highest level of your ideal, fall short, yet still enable Something to be accomplished. challenging and healing in equal measure, an intoxicating dream and an invigorating waking. maybe the best game ever made if we're being real

It's intelligent and spiritual. The biological snippets of each creature, their ecological place... it's all very good and heartfelt, as with the spirit telling the story. It's just too corny, too timid, the story too direct and exposition-filled.

I'm not quite sure what's wrong. It's not lacking in confidence, but in asking me if I want to turn off mechanics frequently, it feels uncommitted. Would children like this? It just doesn't work for me. Maybe I just don't like platformers, or tetris.

A great platformer from Analgesic Productions.
While the moveset is limited, sometimes even clunky, it feels free. Levels large but offer a lot of variety. Figuring out how to navigate them is a lot of fun. Optional collectibles are placed just out of reach, and challenge you to figure out how to get them.
The Link puzzles are easy but offer a nice break from platforming.
Visually and aurally pleasing, and the writing is excellent. Characters feel real and complex, which helps to elevate the story.


Analgesic Productions continues to scratch a very specific artistic itch. This time in the flavour of "made during the pandemic".

Sephonie is an interesting mashup of unique 3D platforming, a hybrid tetromino/colour-match puzzle, and talking about the nature of human interaction.

Go in knowing the game is surprisingly dialogue heavy, and both gameplay types are fun. Would recommend.

Gameplay loop got a little tedious, especially trying to plat it in the post-game. Definitely has some cool moments, but it just didn't hit for me like Anodyne did. Ended up getting frustrated and exploiting the accessibility options to not waste 10 minutes of my time. Maybe I just got pissed bc I get only a few days off from college, so I was certainly rushing. Still really interesting and will be looking out for more of Analgesic's output.

Has some of the coolest movement controls I've played in a 3d platformer. The story is a tad long-winded for my taste but I enjoyed it. I really liked how honest this was about being a game, like having the discord link on the main menu, the controls settings, and the intended exploration to the tops of high structures that shows behind the level. Also the music was great and I liked the puzzle stuff.

Analgesic productions is a studio you can count on to provide unique and thought-provoking experiences.
Sephonie constantly introduces new mechanics to play around with, the level design is impressively constructed considering the near-unfaltering dedication to organic shapes; it plays as a puzzle platformer in a way I've never seen before.
Give it a shot, and please play Anodyne 1/2 as well.

what i crave more then just ab anything in my time as an Art Appreciator is pieces that resonate so intrinsically and cohesively with some aspect of my heart that literally every single moment spent with it is full of emotion, even when not prodded by some narrative or structural crescendo. video games r often uniquely suited to having relatively long stretches of breath and quiet inbetween everything (with the understanding that the engagement of Mere Interaction is enough to keep attention), and thus of all mediums have evoked this feeling for me perhaps the most. very very few have come anywhere close to this...the sobriety of its ending (even post-epilogue, to a lesser degree) hit me like a truck because of how completely on the wavelength i was: of the game, the heroes, the island. it did all still Matter ofc, and im glad for that catharsis,,,but if im to take the pre-epilogue ending at its word, i must also make do with being separated from its beautiful protective shell that i became so intimately entwined with. simultaneously analgesic's most spellbinding game and the one that breaks the spell to the greatest effect...just ab the most convincingly brechtian indie game studio out there. this is not anodyne 3, but it is a meaningful continuation of those games, specifically the original game's structural anti-crescendo.

i feel like i could write a book on this thing...i havent even rly discussed How it got me so intwined , from its extremely deliberate attention-demanding platforming/level design (a refreshing and gutsy design choice considering Maximum Effortless Flexibility tends to be the way indie 3d platformers are going), the calm but similarly attention-demanding puzzle segments, the dizzyingly layered writing, the peak of their Dreamy Lo-fi aesthetic from anodyne 2, melos' best music to date....i dont have it all in me rn. and if im being completely honest with myself, anodyne 2 does hit me a lot more specifically and personally, and winds up a wee bit more of a powerful text as a result. but this is almost certainly Analgesic's magnum opus, as game design, as storytelling, as the Realization That The Line Between The Two Is Kinda Meaningless. a better way to live, a correct way to care.

LOVED this game.

The leitmotif is wonderful. Have had it stuck in my head since I started playing and now still after. Various variations pop in randomly. I'm humming along.

Beautiful expressive platforming. You are pretty quickly doing some wild stuff. It's really good at unlocking your platformer potential for you. I don't have to look up how to double jump off Cappy to get to secrets, the wild shit is just baked in and gradually taught. And yeah you can still do the wild shit for secrets because it's a platformer. As it should be.

Every key species link story moment is absurd. Resounding, thoughtful, intriguing. Feels like a culmination of years of itch style storytelling in games.

Another great Analgesic Productions game. I found the controls kind of finicky, but it's such an amazingly creative platformer, the game makes you string together moves in very creative ways, and the levels always felt so natural, reaching a place felt like a discovery instead of you just completing a trial.

The abstract visuals and melancholic surrealism are also in full force here, but this time there's a more concrete, more "real-world issues" story that I found really poignant. Loved to learn more about these characters, and the themes let me pondering for a while.

As always, very excited for whatever comes next.

Overall, Sephonie is a delightful experience and feels unique and well-crafted. I think it falls short somewhat, due to issues with the movement mechanics and some clunky-ish dialogue. But even in those areas, I would say it's more that that they're good but not great, especially in comparison to other games in a similar category.

Before I expand on the flaws, I wanna just mention the really good bits. The enviroments are wonderful and really sell the setting (along with the music, which is fantastic), and the plot is heartfelt, thoughtful, and has some cool ideas. I especially loved all the creatures they came up with for you to link with - I found myself wishing a lot of them were real, haha. And despite the issues with the mechanics, the level design nonetheless feels tight and focused, and the linking puzzles were always fun without being too difficult.

As for my criticisms - my issues with the dialogue were really just that a lot of it felt awkward or clumsy (and not like, in an intentional way) - just in need of refining. I feel I should emphasize that it's still much better than most games - depsite the flaws, I found myself really invested in the characters and rarely felt the urge to just skip through any of the text. But it definitely felt a bit lackluster.

As for the control issues, this one is a little more nuanced. The wallrunning is a great idea in theory and in practice it mostly works. But I find that the natural-looking environments really harm readability and navigability. It's hard to figure out what angle to hit a curved wall, and its hard to tell when the curved wall will get "too curved" and you'll fall off, and if the wall is curving away from the camera, its hard to even see where you're wallrunning to. This problem extends a little to platforming in general - sometimes the collision is matched to oddly shaped walls or platforms and they just feel unnecessarily funky to move around on. I also had some control issues with the dash not working as expect but at this point I'm probably just rambling lol. That said, none of these were a huge issue for beating the main game, just because they never require you to be too perfect to get past anything. I definitely noticed it but I could live with it. It did get to be a real problem after I beat the game and went for the bonus challenges, though - I still did a lot of them, but others I completely gave up on just because of the control issues I was having. Which is not a huge deal since they're optional, its just unfortunate because the controls are interesting enough that I really want to fall in love with them.

So, bottom line - I strongly recommend playing it unless you're super picky about smooth movement or dialogue writing. Melos and Marina have done a great job crafting a beautiful little game, despite its flaws.

> i love you, come closer

i liked this a lot. no analgesic game feels like anything else but eachother and that's a special thing

gameplay wise this doesn't hit quite as well as anodyne 2 did (altho it came together nicely in the end once you reach the individual character centered levels) however i still wholly recommend this game just based on it's emotional core which is extremely strong. truly some beautiful writing and visual design here. excited to see how Angeline Era turns out in the coming year!

La isla Sephonie recibe la visita de tres científiques varades en la playa, con la misión de explorar sus profundidades y descubrir las fascinantes criaturas de este paraje nunca hollado por la civilización. La americana Amy Lim, la taiwanesa Ing-Wen y el japonés Riyou forman la expedición: tres personajes controlables con propiedades idénticas entre sí (incluso pueden intercambiarse al vuelo pulsando un botón) y de apariencia mundana, pero capaces de realizar maniobras de parkour sobrehumanas gracias al sistema neuronal ONYX que llevan acoplado en el cerebro. Sin embargo, la característica más peculiar de este implante es su capacidad para conectar con la esencia viva e identificar sus propiedades, sus más oscuros orígenes y pensamientos. Sephonie, la representación material del intimismo de los tres exploradores (incapaces de conectar entre sí de tal agarrados que están al método científico), esconde un fascinante entramado de flora y fauna inverosímiles y simbióticas; que forman un vínculo, un todo lo une que atrapará a todo el que se adentre en su interior. Y con ello, sus recuerdos más recónditos saldrán a la luz.

Al igual que en anteriores obras de Analgesic Productions, 'Sephonie' es conducido por viñetas costumbristas mezcladas con un toque onírico, a menudo surrealista, que abren un espacio para la reflexión y ahondar en el individuo social, su identidad y su lugar en el mundo. No obstante, 'Sephonie' se siente bastante más ofuscado de lo habitual en Marina Kittaka y no termina de hilar su trama de manera satisfactoria, sin alcanzar un leifmotiv más amplio que resuelva los dilemas de los exploradores (incluso que progresen a lo largo de la aventura); sabiéndose basto y confuso. Se ven buenas intenciones dejando que los entornos de Sephonie hablen por sí mismos (something something narrativa emergente); también en el habla cercana de sus protagonistas. Pero es curioso como un juego enfocado en conectar entre sí se percibe tan desconectado a la hora de experimentarlo y jugarlo mando en mano.

Su página en Steam define la jugabilidad como "Tony Hawk-esque 3D platformer" y el resultado final dista mucho de parecérsele. Desde el primer instante, ninguna de sus mecánicas controlables se sienten agradables de manejar. Esprintar como el dragón Spyro y tener tan poca maniobrabilidad; correr por las paredes sólo funciona en un ángulo frente el plano muy específico; el dash en el aire que ocasionalmente no se transforma en doble salto en la pared por no estar pegado al milímetro a la misma; tener que pelearse con la cámara constantemente y su lupa distorsionada, que dificulta hasta el salto más básico. Por si fuera poco, el diseño estructural de Sephonie está compuesto de grandes espacios abiertos pero con una sóla ruta crítica, muy angosta de travesar, poco intuitiva a la hora de decirnos qué debemos hacer o dónde ir. Es curiosa la amargura que deja en el ambiente viniendo de 'Anodyne 2: Return to Dust', que ya incorporaba elementos de plataformas 3D bastante básicos, pero muy satisfactorios de manejar gracias al nulo riesgo que existía. 'Sephonie' exige maniobras más complejas que, a la mínima imperfección, obligan a repetir el paso y darse de cabezazos con la puerta por su mala leche asociada. Dentro de lo malo, el juego posee múltiples opciones de accesibilidad para evitar desafío alguno, pero no por ello evitan la insatisfacción de no sentirte partícipe de la aventura. Otra forma de desconectar.

Al conectar con las criaturas de la isla, 'Sephonie' cambia de género al puzle y ofrece un tablero a llenar con tetriminos de colores. Sin embargo, las mecánicas aquí se saben demasiado simples y malamente explicadas como para generar cierto interés o desafío en el intento. De hecho, la disonancia aquí está en la gran importancia que se le da al fenómeno de conectar con Sephonie… y que la gran mayoría de estas acciones sean opcionales y ofrezcan recompensas birriosas por completarlas. Casi todo se sabe opcional y prescindible en 'Sephonie', y no mola. Es un fracaso considerable viniendo de un título excelente como 'Anodyne 2', hasta el punto de hacerme dudar de mi abstinencia al jugarlo el año pasado. Pero dentro de lo malo, Analgesic demuestra tener potencial y tablas para elaborar experiencias originales en este mundillo, diversas y siempre evocadoras con 'Sephonie'. Simplemente me hubiera gustado conectar más con él de lo que lo hice al final.

everything in this game feels optional and i dont like it

jank in some really fun ways, I think I need like 2 more passes to fully get the story /pos
Maybe i'm just that good but I wish the ONYX links were harder

another analgesic banger!!!!!!! i loved the story and can't stop listening to the music, but as i'm sitting here at 3 AM basking in the glow of 100% completion, i cannot get over how tightly designed this game is. the campaign is perfectly balanced to complete without tearing your hair out, but for platforming sickos i can highly recommend the Bubble Adventure post game collectathon to really get into the nitty gritty movement / control tech. astonishingly deep for a game with effectively two inputs. i almost want to fuck around and say something incendiary like This Is The Celeste Of 3D Platformers... will need to sit on that for a bit perhaps, but goddamn this game rocked!!!

I am a fan of every Analgesic game but coming off of Sephonie, this one is my least favourite. Although I got into the parkour-platforming and found the levels to be fun sprawling playgrounds for pretty tight maneuvering mechanics, I didn’t love it. I think that comes down to personal preference, though.

I have convicted criticism for the ONYX puzzle portions of the game. The game throws in a lot of curveballs into the puzzles but I never felt like I had to strategize. It was a very mindless activity for me and I never felt a connection to it, to touch on to one of the story’s themes of connection.

Actually, the story is pretty good. The plots are very basic but the thematic elements are strong. The characterization is pretty good. Like a lot of other Analgesic games, the characters are very actualized. They don’t come off as characters in a story: they come off as humans. Sometimes this leads to moments where their expressions are too subtle to be read, but the overall effect is that the story feels personal.

I liked the focus on Taiwanese culture and the character themes about immigration and being moved into unfamiliar cultures, the stuff about borders– all that stuff, it was fascinating. The text comes fast and hard but the themes looped around enough– it’s a rich narrative and will stick with me even as I walk away from the game feeling underwhelmed.