TRON: Catalyst Review – Get Glitched

As a fan, I can’t help but feel like I’ve stepped into familiar territory when playing Bithell Games’ TRON: Catalyst. For those who might recall, there was another game set in the same universe – TRON: Identity, which leans more towards a visual novel-style mystery. While Catalyst shares the same descriptive writing and subtle decision-making points with its predecessor, it transforms into an isometric action title, incorporating a looping mechanic. However, before you exclaim, “Roguelike TRON?!” – be it in dismay or anticipation – let me clarify that this game is more narrative-driven. The loops here are more controlled and serve to propel the story forward rather than introducing random elements as one would find in a roguelike game.

It’s acceptable, albeit occasionally restrictive. Similar to the movie Identity, there’s a fundamental enigma that the character, Exo, must unravel. The narrative begins when the courier service is delivering packages, disregarding the gradually intensifying radiance of their final delivery. Eventually, common sense takes over as they throw it into the intersection, causing an explosion that renders them unconscious. Soon after, Exo finds themselves in the Core’s detention center, being questioned by the hostile Conn and accused of a crime they were unaware of. A visit to the Disc Wars arena without any fighting skills follows, and thanks to the Glitch Catalyst, they are transported back in time.

In the game “TRON: Catalyst, the fighting mechanics are decent – there’s hacking, slashing, a defensive parry move, and an evasive dodge roll. You can also throw your Identity Disc at opponents or bounce it off walls.

Exo’s blast seems to have given them the unique power to revisit past events within the story and possibly alter their course. This is somewhat akin to time travel, although other programs typically lack this memory retention, making conversations feel like déjà vu, a common occurrence in visual novel games. However, what sets TRON: Catalyst apart is Exo’s ability to store data on their Identity Disc and the shortcuts they unlock during exploration. For instance, you may find it necessary to interact with a program named Vega who observes from the stands in the Arena, but only after engaging in a fight. The only way to reach the area that grants access to the stands is by taking part in the fight itself.

To get back to the start and head straight for Vega to discuss your problem, take a shortcut. Doing so will also provide you with additional opportunities once you’ve escaped and explored the Arq Grid in greater depth. However, there seems to be a small issue with the formula at one stage. In order to gain entry to the Core and retrieve some access codes, Exo signs up as a recruit, but first must accomplish four assignments. One of these tasks requires you to show a glove to the soldiers; however, this proof won’t transfer if you loop. This is likely intended to stop you from engaging in conflicts with Core members, which could set off a citywide alert and result in them attacking you immediately.

To accomplish one specific task, you must provoke the Core into conflict, otherwise you won’t be able to enter the mechanic’s garage and obtain her blueprints. After this task is done, though, you can return to complete other tasks as if nothing had transpired. The mystery remains about that glove – does it somehow end up with the Core member in charge of your missions now? Or are they more concerned with the record of you giving the glove away rather than the physical item itself? This aspect still puzzles me, but my other concern is the restriction on where exactly I can return to when looping back.

In simpler terms, Catalyst’s conversations help advance the story, but some technical terms might be confusing for those not familiar with TRON. I found the voice-acting to be excellent, particularly for Conn and Vega. Conn convincingly portrays a corrupt cop without being too extreme, while Vega is a complex character who balances cunningness, calculation, and understated charm. Exo didn’t stand out as a captivating protagonist in my opinion, especially when interacting with other Grid programs. However, I was impressed by some of the non-player characters (NPCs) I encountered. They have detailed dialogue options that offer insights into their pasts, reasons for actions, and emotions, even though their roles in the game are not significant.

I find myself contemplating the idea that Bithell Games might have opted for a visual novel style instead of an isometric action game in the creation of TRON: Catalyst. The combat, while satisfactory, leans more towards an isometric action game – with hacking and slashing, parry button, dodge rolling, throwing your Identity Disc at enemies, or bouncing it off walls. Enhancements allow for a single throw to hit multiple enemies simultaneously, or even return the Disc with a well-timed parry, creating an unexpectedly fun game of Pong if you’re far enough away. It becomes particularly amusing when dealing with enemies stuck in one place, though it may be unintentional.

If you’re a fan of the universe that “Catalyst” is set in, it could be worth giving it a try. For those looking for a more comprehensive experience or an engaging time-loop mechanic, it might be beneficial to test out the demo before diving in.

In simpler terms, the melee attacks lack the desired intensity, and it’s tough to interrupt a combo to parry. Enemies sometimes have unpredictable parry timings which are hard to react to swiftly. While combat isn’t overly challenging, I found myself questioning the need for parrying since a quick three-hit combo can stun smaller enemies, and dodging is effective for avoiding damage. The game introduces various types of enemies, but they don’t offer much variety in strategies. As a result, combat became monotonous and I yearned for more excitement during encounters.

The objectives within the story could benefit from some refinement. I don’t mind battling Core soldiers in order to retrieve the data broker, though I’m less enthusiastic when they inform me that an extraction isn’t necessary (appreciated). However, the concept of completing tasks to become part of the Core feels more like a chore than a reward, mainly because it involves retracing steps through the Grid and enduring repetitive combat (for the most part). At least Exo has a Lightcycle for faster travel. You can even set up Light Walls and run over enemies with it.

The main appeal of TRON: Catalyst, aside from its voice acting and script, lies in its ability to perfectly capture the visual style of its world. The glossy lighting and mirror-like roads, especially when wet, are visually stunning, although the animation and character models might not be exceptionally impressive. The 2D character portraits used during conversations are serviceable on their own, but those in TRON: Identity appear more lively and vibrant. Regarding the music, only one track stood out to me while fleeing from the Core during a citywide alert – mainly because it resembled Daft Punk’s “Derezzed.” The majority of the other tracks didn’t make much of an impact on me.

I found numerous intriguing concepts within TRON: Catalyst, and despite it not being the top choice, the narrative kept me engaged just to uncover more about the Glitch and the overall world. However, the gameplay didn’t hold up as a primary incentive, whether due to repetitive combat or main story tasks. Bithell Games has previously created captivating sci-fi stories (Subsurface Circular is worth checking out), leading me to ponder if sticking with that narrative approach would have been more advantageous. As it currently stands, Catalyst might be worth playing for fans of the universe. Those seeking a more comprehensive experience or an engaging time-loop mechanic may want to test the demo first before diving in.

This game was reviewed on PC.

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2025-06-17 17:14