On paper, this had everything it needed to be a breezy time carried by its gorgeous art design, smooth skating mechanics and a fairly contained and manageable scope. It can be fun to quickly go from place to place and play around with gravity whenever it comes up, but it's held back by unnecessary creative decisions. The annoying/confused voice direction doesn't keep much interest over a played-out narrative, and the general lack of variety/mood escalation really drag it down.

There's slight variety as far as the size and shape of the not-Colossi at the end of each zone, but the approach and method in fighting them never changes between hitting the little needles on their backs. It's great for conveying the scope in conjunction with the art design, but only does so much to remain interesting when repeated six times. The music also fails to convey a distinct mood for each one; the game's soundtrack is pretty soothing synthwave for a lot of it that fits the vibe and gets slightly more intense at a boss but lacks emotional tone to make any key moments stand out. The game even denies you the satisfaction of toppling a boss by instantly blasting you into the mind dimension every time one is defeated. Doing this wouldn't interfere with the theoretically somber tone, as Shadow of the Colossus forced you to see the weight of your final strike as each beast fell; Solar Ash feels like it just wants to move on.

There are some good ideas I'd hope to see Sonic pick up in the future, a particularly good one being using the colored plants to open doors and rail-lines before time runs out or managing the platforms around radiation pools to avoid dying from too much exposure, but even with its pretty environments there's not much to break up the gameplay formula being repeated six and a half times over.

Lastly there's the storytelling. For some reason even though the art direction would suggest the world's design itself can carry the narrative like the Ori duology, there's pretty constant chatter from the main character Rei, who is directed to sound angrier and more resigned than desperate as the narrative wants her to seem. Her relation to Cyd was adequately done if a bit detached, but the side characters you run into or hear logs from feel like they were from a different game entirely. There's a quirky, almost cartoony way of speaking that feels at odds with this game stylistically in a way that seems uncanny. Characters like the captain and his various crews with their acting wouldn't be out of place in a kids network comedy show.

I was thinking of ways to convey a lot of the game's story ideas and other indie games already showed me better ways of accomplishing each element of its narrative delivery. If the game was more like Furi, where your protagonist's only verb of communication was their core gameplay (in that case, combat, in this case, moving) in contrast with everyone around them, that would've conveyed a more thorough emotional tone. I dogged on Neon White for its writing, but it was at least wholly separated from its slick game feel and did actually convey interesting storytelling through character-based stages while Rei's unnecessary chirping is in conjunction with playing. There are also audio logs, which felt much more interesting in a game like Outer Wilds because they were slowly unraveling a vast mystery with a lot of turns which worked alongside what the main character was doing in slowly exploring a galaxy. Here, on top of the tonal issue you can't even listen to them while running despite them being baked into the world, which feels like an oversight for the focus on constant flow.

Solar Ash had plenty of potential to convey a strong feeling and a generally swift game feel that carries it through its brief runtime, but it just came off as distracting and at odds with itself. I wish it embraced its strong stylistic elements and speed more than it does.

Reviewed on Sep 24, 2023


Comments