I’ve not yet played it myself, but apparently El Huervo, the artist for this game, worked previously on Hotline Miami. And from all that I’ve seen, that makes more sense than the sun rising in the morning. By far Ultros’ biggest boon, the art style is absolutely gorgeous, with its sunbaked colors and sharp accents. The neon mosaic of a living sarcophagus adrift in space is an ethereal experience that, to make an early prediction, is a promising early contender for most visually stunning game of the year. If I were just grading the game on that I’d be a different story.

Sadly, the story feels like an experiment to say as few things in as many words as possible, which is weird considering your character doesn’t even talk. It becomes clear early on that Ultros is one of those metaphorical, lore-heavy games that requires a fair bit of reflection and time(line)-keeping to get in order, much less understand. I tried to hang on to every word said, but about an hour in I gave up on caring what the game had to say about metaphorical rebirth space-mumbo jumbo. I would say it made me feel like an idiot, but I challenge anyone not obsessed with the game to make any sense of the lore in Ultros. On its own the characters you meet are interesting and mysterious, shout out to my boy Gardner who’s just a chill dude doing what he does best, gardening. I think if they just left it there, with a kooky cast of characters that you meet and sometimes fight for first dibs at zoning privileges, it would be a charming story not unlike something like Undertale. As it stands, the cryptic monologues just didn’t do anything for me.

As the name Gardner suggests, planting and watering flora plays a significant part in healing yourself, fighting enemies, and traversing the living landscape. While the possibility of planting the wrong seed at the wrong spot exists, re-planting is made easy and non-punishing. Typically, when you plant a new seed, some time is necessary for the plant to grow to its full size if it’s a platforming shrub. A feature most evident in the rebirth mechanic that occurs every time you defeat a new section of the map, sending you back to where you first spawned and taking away your upgrades. On that aspect I’m lukewarm, since when I regained my skill points I usually just rebought the best upgrades over again. The idea is to experiment with new abilities and try out different skill sets, but with almost half the abilities falling squarely in the convenience category, I didn’t bother exploring too much. Conversely, I quite enjoyed the gardening angle. It’s a bit hard to keep track of what’s where when it’s a Metroidvania, but they sold me on the idea, however novel it may be.

The soundtrack was diverse, with traditional orchestral motifs and otherworldly moans interchanging throughout the winding tunnels of the ship. While I’m more privy to the weeping violins, I could appreciate the more haunting, abstract tunes as well. Fun fact by the way: composer Oscar Rydelius actually obtained a fair bit of the sounds in the score during a trip to Peru, including from ambient landscapes and indigenous instruments, which when pitch-shifted definitely fits the vibe they’re going for here.

And yet the weaving of all these cool, unique aspects can’t help but make it apparent how generic the world and movement is. You get gadgets, but none of them really stand out as particularly creative or fun. Even as far as Metroidvanias go, this one feels extremely linear. Twice did I have to look up how to progress further, as seemingly all points of entries into further areas were blocked off or otherwise restricted. If you’re going to make an ultra-dense Metroidvania that’s fine, you simply have to keep in mind that it should be tailored to all orders of progression. The last thing I want to do is go back and forth jump-hugging a wall in hopes that I can break the game into submission.

Now if more sections were like my favorite area of Ultros, the weird pirate game show section, where you play silly sports contests against various aliens, then I’d likely be singing a different tune altogether. It’s cheeky, and wacky, and unfortunately the only memorable section of the game that doesn’t involve running from Qualia, another character in Ultros. Next time, less filler and more killer. While my time was still positive overall, I can’t help finding myself somewhat disappointed with what we got. Unless you’re a hardcore Metroidvania fanatic AND in love with the style like me, maybe just stick to finding a neat wallpaper inspired by the game and giving a listen to the soundtrack.

Reviewed on May 02, 2024


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