It’s tough to get truly hyped for a new roguelike or roguelite game. While the genre promises a fresh start each time you play, that only works if the core idea is interesting and stays that way through many attempts. You also need to be sure it all adds up to a satisfying experience and, most importantly, that it’s actually fun. When I first saw *Absolum*, I wasn’t sure what to think. The demo was great, the graphics were beautiful, the animation was top-notch, and the gameplay felt solid – it *should* have been impressive, especially considering it comes from the team behind *Streets of Rage 4* and the talented studio Supamonks.
While demos are essential, they can sometimes create unrealistic expectations. I was impressed by the demo, but I wondered what the full game would be like. It turns out *Absolum* delivers a *lot* – so much, in fact, that I’m surprised the developers kept it under wraps for so long. It features some of the best combat in the beat ’em up genre, along with a captivating branching rogue-lite system. The game also offers satisfying character builds that enhance the gameplay, interesting story events, and a unique, well-developed setting.
As the story unfolds, you’ll learn more about the Cataclysm, the character of Azra, and the main characters. The reasons behind everything are ultimately more complicated than they first appear, without giving too much away.
While it takes a little while to fully immerse yourself in its detailed world and story, *Absolum* puts you in the role of a child of Uchawi, a powerful figure who originally helped spread magic. However, after a devastating event called the Cataclysm, Azra took control, suppressing magic and ruling with an iron fist. Once you free Uchawi from captivity, you embark on a quest to defeat Azra and free the world – though you’ll first have to overcome his powerful allies. It wouldn’t be much of an adventure if it were easy, though!
While the overall premise might seem familiar, the game world feels alive and connected, built around the expansive empire created by Azra. Each location – from the goblin-infested forests of Grandery, where you must prove your strength, to the dangerous, abandoned dwarven mines and the wild swamps of Jaroba – is unique, memorable, and full of hidden quests and alternative routes. These areas aren’t isolated either; events in one place can easily affect another, like pirates traveling to Jaroba raiding a town in Grandery. A strange mist in the starting area might even hold a clue to finding Yeldrim. As you play, you’ll uncover more about the Cataclysm, Azra’s backstory, and the main characters, and the truth behind everything turns out to be more complicated than it first appears.
The game’s areas are filled with interesting people, though some could benefit from more fleshed-out stories. Your choices matter, and completing quests can have lasting consequences in future playthroughs. For example, helping to repair a bridge might seem helpful, but it could lead to goblins treating you poorly later on. The world of *Absolum* is wonderfully designed, encouraging you to explore and rediscover hidden details. There’s a ton of variety in what you can do – from hiring mercenaries for arena battles to accidentally stumbling into a boss fight in prison – which keeps each new game feeling fresh and unique.
Initially, *Absolum* is a beautiful and relatively simple beat ’em up, though its branching paths do require you to choose which fights and quests are most important, which can influence how you develop your character. You control a team including Galandra, who mixes melee strikes with powerful sword attacks; Cider, a nimble fighter who excels at grappling and aerial combat; Karl, who combines guns and fiery punches; and Brome, a frog wizard capable of unleashing beam attacks. Each character has a standard light attack, a stronger heavy attack, and a unique Special ability, with an even more powerful Ultimate move unlocking later. You can earn resources through gameplay to swap out these Special abilities. For example, Galandra’s upward slash can be replaced with a piercing stab or a mid-air wave attack, ideal for keeping enemies airborne, but there’s much more to discover.
It’s not just about doing a lot of things at once. Sometimes, the fun comes from creatively controlling enemies – like trapping them in bubbles after a combo, keeping them chained together, or flooding the battlefield with clones. You might also bounce them off attack echoes while your ghostly sword keeps them busy.
As you explore Talamh, you’ll find upgrades that dramatically change how your attacks work. For example, a quick dash attack might gain the power to grab and slam enemies, or a strong slash could become a rapid three-hit combo or a powerful armor-breaker. The real depth comes from elemental upgrades, which start with familiar effects like burning or building up electricity, but quickly escalate to spectacular displays of power – think tidal waves and tornadoes! You can even upgrade these effects during a run to maximize their damage and really focus on what’s working best for you.
The game isn’t just about building up powerful combinations. You can also use creative tactics like trapping enemies in bubbles, linking attacks together endlessly, or creating distractions with clones and afterimages – especially when you’re not busy hitting them with your spectral sword. Sometimes, it’s about throwing everything you’ve got at enemies, like a chaotic barrage of items that appear after successful attacks. While improving your character’s stats and abilities feels fairly simple, it does offer choices. You can focus on crafting useful items instead of healing, or increasing your chances of finding powerful upgrades and enhancements.
The game keeps things interesting with small but impactful upgrades that steadily get you closer to your goal. Instead of wasting gold on gear you don’t need, you can craft free trinkets and focus on hiring mercenaries. Each region’s mounts can be befriended and will eventually join you at a safe haven, where you can improve their abilities. You’ll also earn a resource to enhance your augmentations, letting different elements work together – like setting off chain lightning and then boosting fire and burn damage. This creates powerful combinations, but it also encourages you to explore the world and find the crystals needed to unlock these elemental possibilities.
Ultimately, none of the game’s features matter if the fighting isn’t satisfying. Fortunately, given the developers’ experience, it is. Every hit, whether you’re dealing it or receiving it, *feels* great. The way enemies crash into each other, causing extra damage, and the powerful special attacks are all incredibly well done. It might take some time to learn when to dodge, block, or jump to avoid attacks, but mastering those reactions is rewarding.
I was pleasantly surprised by how much I loved Absolum. It’s a really fun game that combines fast-paced combat with surprisingly deep building elements. The game flows perfectly, and it looks great too!
There’s a real sense of satisfaction in directly confronting enemies, capitalizing on their errors, and overpowering them. The game features a diverse range of enemies, from ghosts that teleport and strike unexpectedly to tough, reptilian opponents who block attacks and retaliate. And the boss fights themselves are particularly well-designed – each one is unique, challenging, and genuinely fun.
It’s worth emphasizing just how visually stunning *Absolum* is. The animation is incredibly vibrant and stylish, perfectly complementing the game’s art and environments. The soundtrack is equally impressive, featuring contributions from renowned composers like Gareth Coker (*Ori*), Motoi Sakuraba (*Dark Souls*), and Yuka Kitamura (*Sekiro*), alongside Gordon. The music ranges from energetic metal and orchestral rock to grand symphonies and vocals that evoke the atmosphere of a FromSoftware title.
I was surprised by how much I loved *Absolum*. While I’m hoping for even more content – like additional gameplay systems or deeper stories for the characters – it’s already a really fun game. It brilliantly combines fast-paced beat ’em up action with surprisingly engaging character building, all delivered with perfect timing and a great visual style.
This game was reviewed on PC.
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2025-10-09 18:43