Review – Absolum – Gamerview

by Andrea
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The gaming industry has witnessed a new evolution in the panorama of classic beat ’em ups, and represents the culmination of this transformation that games have been undergoing. This ambitious title, developed by Guard Crush Games, and with masterful animations by Supamonks, is not just another release of this genre, but a complete reinvention that could perhaps establish a new milestone in the history of fighting games.

Absolum’s genius lies in its ability to transcend the historical limitations of the beat ’em up genre through the organic implementation of roguelite elements. While classic titles like Final Fight, Streets of Rage and Golden Ax offered linear experiences with limited replayability, Absolum embraces the philosophy of permadeath and procedural generation characteristic of games like Hades, Dead Cells and many others, to create what DotEmu itself calls a rogue ’em up.

Redefining combo paths

This fusion is not merely cosmetic or superficial, as the progression system in Absolum recognizes that the essence of traditional roguelikes, since 1980’s pioneering Rogue, has always been about learning through repetition and gradual discovery of complex mechanics. Applied to the context of a beat ’em up, this means that each death does not represent frustration, but an opportunity for strategic refinement and discovery of new skill combinations, which fits perfectly with the story’s plot.

The world of Talamh appears as a complex and mature scenario, far from the simplistic narratives that traditionally accompany beat ’em up games. The central proposal revolves around a magical cataclysm that devastated civilization, creating a society in which magic became feared and persecuted by the authoritarian Sun King Azra. This premise not only establishes a solid narrative context, but also mechanically justifies the diversity of powers and player progression through the roguelite elements integrated into the gameplay.

Compared to other titles in the roguelite genre, Absolum demonstrates a conceptual maturity that few have managed to achieve. While Spelunky introduced platforming elements to roguelike concepts and Risk of Rain brought in the shooter perspective, Absolum is possibly the first to genuinely capture the visceral essence of melee combat in a functional roguelite framework. The fundamental difference between Absolum and previous attempts at hybridization lies in respecting the fundamental mechanics of both genres, without sacrificing the identity of either of them.

Absolum’s gameplay features a strategic complexity that significantly raises the bar set by Streets of Rage 4. Each of the four playable characters possess not only unique moves, but genuinely distinct combat systems that alter the tactical approach required for success. Galandra, with her colossal sword and necromantic powers, offers a mid-range combat style with an emphasis on area control, while Karl, the last Dwarf of Talamh, compensates for range limitations with explosive brute force and close-range tactics.

Cider represents the most interesting creation of the Absolum quartet, with a non-binary character who combines elements of the ninja style with fantastic technology through his prosthetic arm, creating a hit and run style of combat, which challenges the mechanics of rogue ’em up. Brome, the Mowlai sorcerer, carries many inspirations from Chrono Trigger, with magical abilities that offer the greatest field control potential of any character.

In Absolum, the combat mechanics were designed to accompany the world-building and narrative, managing to overcome the limitations of the genres, presenting an integrated mana system that allows the strategic use of magical abilities, while the Arcana system offers moments of tactical respite essential for managing multiple enemies. Most importantly, the implementation of magical counterattacks and improved dodging mechanics adds layers of depth that transform combat from a reactive experience into a complex strategic dance.

The allure of death in Talamh

The control system in Absolum demonstrates all the learning accumulated by DotEmu due to the development of Streets of Rage 4. The simplification of command input, focusing on two main buttons for light and heavy attacks, complemented by dodging, eliminates the entry barriers that often kept casual players away from traditional beat ’em ups. This choice by developers does not represent a reduction in complexity, but rather a redistribution of it to more intuitive and responsive elements.

Absolum has a true innovation that lies in the harmonious integration between temporary and permanent progression systems, after all we are talking about a roguelite. Rituals, which function as temporary skill modifiers, create a dynamic character building system that rivals the best roguelites on the market. At the same time, the Radiance collected throughout the scenarios when defeating enemies generates coins for you to improve your characters, in addition to Crystals, Imbued Fruit and Primordial Seeds also used to buy attribute and skill modifiers.

Supamonks’ visual work represents one of Absolum’s highest points. The aesthetic inspired by French comic books, with defined lines and vibrant coloring, creates a unique visual identity that distances itself from both the nostalgic pixel arts and the attempts at photographic realism that dominate the current market. Each frame of animation demonstrates the French studio’s technical and artistic expertise, with fluid transitions between movements that give weight and impact to each blow delivered.

Every art direction establishes a sophisticated balance between traditional fantasy elements and an immense current visual domain. Talamh’s environments, from the majestic mines of Grandery to the lush forests of Jaroba, are not merely static backdrops, but active participants in the visual narrative that contextualize and amplify the combat experience.

Comics-like look with Titans soundtrack

Absolum’s soundtrack, coordinated by Gareth Coker and enhanced by the participation of Yuka Kitamura, Mick Gordon and Motoi Sakuraba, transcends the role of musical accompaniment to become an integral element of the gaming experience. Coker, known for his work on Ori and Halo Infinite, demonstrates a deep understanding of the specific needs of the combat rhythm, managing to synchronize perfectly with the rhythm of battle.

Forget the monotonous monotony common in action game soundtracks, as the diversity of styles due to the participation of guest composers manages to create a rich sound variety. Looking for the trill, the track “The Underking”, by Mick Gordon, carries the brutal intensity of the Doom Eternal composer, while Yuka Kitamura’s contributions bring the melodic complexity of Elden Ring, creating contrasts that enrich the experience without compromising DotEmu’s thematic proposal.

Despite its evident qualities, Absolum is not without limitations that deserve critical consideration. The roguelite structure, however well implemented it may be, can eventually reveal repetitive patterns that diminish the sense of discovery after extended play sessions. The controlled randomness of the branching paths, while avoiding total predictability, may not offer enough variation to maintain the interest of more dedicated players in the long run, within the nearly 10 hours of gameplay for a first (and hard-earned) ending.

Even though I am a fan of the genre, having suffered several disastrous runs, it is worth noting that the difficulty system, initially calibrated in Hard mode as declared by the developers, can represent a significant barrier for less experienced players. The absence of more accessible options may limit Absolum’s reach, especially considering that part of the target audience includes players who may be caught by the nostalgia factor or the artistic style, without possessing the dexterity necessary to face many of the challenges.

Arcade-style fantasy with a modern soul

Ultimately, Absolum represents more than an evolution for the beat ’em up genre, it constitutes a fundamental reinvention that establishes new possibilities for the future of side-scrolling combat games. The technical mastery of Guard Crush Games, combined with the artistic excellence of Supamonks and the experienced editorial coordination of DotEmu, result in a work that honors the tradition of the genre while opening creative doors for the future.

This is a title that will not only satisfy 90s arcade veterans, but will also win over a new generation of gamers through its modern, out-of-the-box approach. Absolum proves that innovation and tradition can coexist harmoniously, creating experiences that are simultaneously familiar and revolutionary, representing an essential fusion that can set new standards for beat ’em up and roguelike.

Pros:

🔺Innovative combination of roguelite and beat ’em up genres
🔺Fluid, dynamic combat with strategic variety
🔺Characters with different mechanics
🔺Art and animations are wonderful
🔺Top quality soundtrack
🔺Addictive and accessible progression system
🔺Local and online cooperative mode
🔺High replay factor

Contras:

🔻The map can limit the feeling of randomness
🔻Difficulty curve at the beginning can be very frustrating

Technical Sheet:

Release: 09/10
Desenvolvedora: Dotemu, Guard Crush Games, Supamonks
Distributor: DotEmu
Plataformas: PC, PS5, Xbox Series, Switch 2
Tested on: PS5

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