Main game
2.69 average rating based on 191 ratings
It's not super obvious how to categorize Absolver. It's a little bit like dark souls but with focus on martial arts fighting with constant multiplayer and a bunch of interesting mechanics. And it's really good though probably not for everybody.
Visually it has quite unique aesthetic. A bit cell shaded with interesting location and a feeling of a grand scale of the ruins you get to travel to. All locations are interesting and well designed with a lot of hidden paths and places. Sometimes it's hard to spot a path between locations though.
The game is fairly short in traditional meaning. All you get is a couple of pretty large locations and a quest to complete training and become absolver. There's no real explanation for anything - what happened to the world, why you need to wear a mask, why you need to fight fallen prospects. At least I didn't get it and it's definitely non essential to the game.
The game puts you in an open world with many paths connecting different locations. The transition between them is only identified by sudden lightning change and information about players entering certain area. Your task so to speak is to defeat …
It's not super obvious how to categorize Absolver. It's a little bit like dark souls but with focus on martial arts fighting with constant multiplayer and a bunch of interesting mechanics. And it's really good though probably not for everybody.
Visually it has quite unique aesthetic. A bit cell shaded with interesting location and a feeling of a grand scale of the ruins you get to travel to. All locations are interesting and well designed with a lot of hidden paths and places. Sometimes it's hard to spot a path between locations though.
The game is fairly short in traditional meaning. All you get is a couple of pretty large locations and a quest to complete training and become absolver. There's no real explanation for anything - what happened to the world, why you need to wear a mask, why you need to fight fallen prospects. At least I didn't get it and it's definitely non essential to the game.
The game puts you in an open world with many paths connecting different locations. The transition between them is only identified by sudden lightning change and information about players entering certain area. Your task so to speak is to defeat all fallen prospects in order to face the final boss and become an absolver. You do that by fighting.
And fighting is both interesting and a lot more than just button mashing. Starting you get a certain set of moves you can arrange in different combos while you level up. You get hard and soft attack but the attack you're going to make depends on the position you're aligned. Different attacks also end in different attack so that gives plenty room to experiment, combine and set. Additionally by fighting other enemies you learn new moves. You do that not by spending experience points but rather blocking those attack. With each blocked attach you learn a little more until you can use them yourself.
You also get to use swords, and additional powers that spice up the combat. And the combat is rather strategic than action oriented. You need to manage your stamina, think of attacks to performs or dodges to make in order to avoid running out of it. It's a tricky dance but all much more enjoyable when you win.
Fighting is not easy at first. As while single enemies can be brute killed facing two at the same time adds a lot difficulty. But you'll usually get a lot of help from the players currently in the same place.
And the default multiplayer aspect of the game is what gives it a lot longer life than just beating the final boss. And either I've been lucky enough or it's a general rule but the community playing the game is super cool and respectful. There's no voice communication and only a handful of gestures available. But due to that occasional meetings were very polite and cool. I think I only once or twice was attacked for no reason, and after being defeated I was revived instantly and the other guy just bowed and moved on.
I think that's the reason it's worth to play this game and why I think It's a really good one. After finishing the game you can still kind of live in the world, fight and learn new moves, enter schools of combat. There's quite a few side activities to do starting with 1v1 or 3v3 duels to others I've not yet even tried.
All in all - absolutely loved the experience and would suggest giving it a try.
A wordless impress of a Guide's hand on your shoulder and you're off - embarking on a pilgrimage for honour a la veritable rite of the fist. You'll Kickbox, Sambo and Systema, Xing Yi Quan/Taijiquan, and Zui Quan your path through the faceless masses of drunken boxing masked masters to absolver mastery and a mixed rating on Steam.

No capes.
It's a shame. I expended one hundred happy hours, which is unlike me, collecting moves like Pokemon, shuffling my fight deck like a first-time magician and getting my PVP finesse to the point I don't dodge off a staircase every round - hitting my pride on the way down.
The devs chose to employ on-the-fly matchmaking to populate discrete sectors of the world for you Destiny-style. Unlike the former, it doesn't feel like some hollow anti-pirate scheme, but that you're all rats in the same barrel, helping one another in the scramble out. 99% of players in PVP bow before every battle using an emote, in spite of an intro cutscene having already done it for them because there's a respectful, meditative something in the water of this game.

I like to roleplay that all the AI fighters are 1 …
A wordless impress of a Guide's hand on your shoulder and you're off - embarking on a pilgrimage for honour a la veritable rite of the fist. You'll Kickbox, Sambo and Systema, Xing Yi Quan/Taijiquan, and Zui Quan your path through the faceless masses of drunken boxing masked masters to absolver mastery and a mixed rating on Steam.

No capes.
It's a shame. I expended one hundred happy hours, which is unlike me, collecting moves like Pokemon, shuffling my fight deck like a first-time magician and getting my PVP finesse to the point I don't dodge off a staircase every round - hitting my pride on the way down.
The devs chose to employ on-the-fly matchmaking to populate discrete sectors of the world for you Destiny-style. Unlike the former, it doesn't feel like some hollow anti-pirate scheme, but that you're all rats in the same barrel, helping one another in the scramble out. 99% of players in PVP bow before every battle using an emote, in spite of an intro cutscene having already done it for them because there's a respectful, meditative something in the water of this game.

I like to roleplay that all the AI fighters are 1 percenters from the big beacon to inequality residential tower behind me and that I beat them into paying their taxes like some anti-Batman so I can get this bridge fixed. Roleplay as you like.
Good natured sparring and collaborating through wordless emoting is the name and more or less aim of the game. That's why the POP. NUM. is such a clincher in these reviews for people. Gaming's broken and getting brokener. We know it. Online populations are only sustainable for the big fish. As it stands, with a few hundred peak a day, it's not bad. The matchmaking blind dates you with a few players, as it would have in those heady Summer days of our 2017 youth and PVP of 1V1 is hardly demanding. 3V3, to be added soon, might, however, be more of an ask in time.

I turn to stone when you are gone. I turn to stone.
For those teetering, it has its server issues, player base issues and relative dearth of content, but it's my definite 'no apologies' selection for the 2017 Steam awards. For all its faults, it respirates a refreshing purity in exercising pure gameplay bliss. If given a chance, it might just evaporate one hundred hours from the wick of your life. You can mention it on your deathbed, in your will, on your gravestone, even on a bench in the park and be absolved by the gods for assassinating that time you could have spent skydiving with dolphins.
It's a shame that this game get so small atention being that good
This is one of those games I just wish I could love. It's brilliant in theory. Essentially a third-person fighting game with action-RPG elements. It's also got a great setting and an amazing art style. Killersound design too, especially the impacts. Unfortunately, I just found myself getting frustrated as I tried to make my way through the PVE content. The PVP is this game's real strength, but I was getting a little tired of that as well, for reasons I'll explain shortly.
I think what really killed this game for me was an over-abundance of systems. A lot of people compared this game to Dark Souls when it launched, and there's good reason for that, between its thematic elements (presentation, lore, environment) and its mechanical elements. Unfortunately, as much as I love Dark Souls, I really think this game would have benefited from pruning pretty much all of the Souls-like mechanical elements.
In terms of completion, I finished what could be called the main story or quest of the base game, which is really just there to teach you the mechanics and drip-feed you abilities and equipment. I reached rank 5 (out of 100, starting from 0) in the PVP …
This is one of those games I just wish I could love. It's brilliant in theory. Essentially a third-person fighting game with action-RPG elements. It's also got a great setting and an amazing art style. Killersound design too, especially the impacts. Unfortunately, I just found myself getting frustrated as I tried to make my way through the PVE content. The PVP is this game's real strength, but I was getting a little tired of that as well, for reasons I'll explain shortly.
I think what really killed this game for me was an over-abundance of systems. A lot of people compared this game to Dark Souls when it launched, and there's good reason for that, between its thematic elements (presentation, lore, environment) and its mechanical elements. Unfortunately, as much as I love Dark Souls, I really think this game would have benefited from pruning pretty much all of the Souls-like mechanical elements.
In terms of completion, I finished what could be called the main story or quest of the base game, which is really just there to teach you the mechanics and drip-feed you abilities and equipment. I reached rank 5 (out of 100, starting from 0) in the PVP "Combat Trials". I played a bit of the Downfall free expansion, which is essentially a randomized series of challenge rooms culminating in a boss. There appears to be three tiers of this game mode, but I only ever played the first tier enough to have a few runs end at the boss. I thought Downfall was promising, but I can't say I'm enjoying it, which is why I decided to end my time with Absolver now, as much as it breaks my heart.
I think the best way to explain why I feel this way is by enumerating its systems.
The most important decision you'll make in character creation is your style. You pick from three. They determine your starting moveset (more on that later) and your special defensive technique, which can be used in certain situations to reverse the momentum of a fight. They also modulate your character's attributes according to letter-graded scaling (more on that later as well). You can switch between them eventually. I think this system is cool, aside from the attributes bit. I like the idea of building a playstyle around your special defensive technique.
Closely related to style is your character's stances and moves. This is probably the most complex aspect to the game. There's over 100 moves to learn, and they all have a ton of different properties: they hit different locations or from different directions, some are fast, some are slow and strong, some have armor, some stop armor, some avoid other attacks depending on their properties... there's a lot to consider when building your move set. The most unique aspect of your move set is the fact that each move can only be performed from certain stances, and critically, may leave you in different stances. This means your move set, or "deck" as it's known, can loop and wind all through itself in some interesting ways, especially when you consider that you actually have two attack options at every point. Couple this with the properties I mentioned above and you can see why I might have trouble keeping all of this in my brain.
Following on from that, learning moves is done by defending against them (either blocking or using your style's defensive technique) when an opponent performs them on you. This builds a little experience gauge for that move. When it fills up, you learn the move. The catch is that you only keep experience if you win the fight you earned it in. This is a major gripe of mine, as it really runs counter to the "learning from loss" philosophy that fighting games promote. Also note that you start with very few moves unlocked, so building a deck can be very restrictive early on. In fact, I never really felt like I could be creative with my deck since I just didn't have the repertoire to work with.
Now for what is, in my opinion, this game's worst system: levels and attributes. Aside from move experience, there is a general experience and leveling system. This works something like Dark Souls, where every level grants you one point to spend on an attribute. These attributes (strength, dexterity, etc) are modulated by the styles as mentioned above. In other words, one point of strength will have a different payoff depending on your style. These modified attributes, in turn, affect the damage your moves do by letter-graded scaling. This means that, in addition to the complexity of building your deck, there's attributes to consider. I honestly have no idea just how much of an impact these have on your performance, but it's one thing too many to think about.
To make it two things too many, there's also an equipment system. I dislike this one quite strongly as well. Your character has many equipment slots, and they're all visible on the character. It's actually a brilliant system for fashion alone--it's even got layers! But unfortunately, these things also affect your defense for specific damage types, and--sigh--encumbrance. Yes, wearing a heavy outfit will slow you down. Even outside of Dark Souls, you cannot escape the light roll meta. I desperately wish I could just build for fashion, but that's just not in the cards.
I'm going to cut it here, because I think I've made my point: this game gives a player way too much to worry about! And I barely touched on the combat itself. Oh, and I didn't mention powers or shards, or weapons, or gleam, or essence, or crystals, or schools, or......