After seeing the first trailer, I thought to myself "wow, this game really looks like a game Cosimo Galluzzi (@cosimogalluzzi on Instagram) would make", so when I discovered he was in fact the Lead Artist of Solar Ash, I was not shocked, but excited for sure.
Add to this that the game was made by the same team of the great Hyper Light Drifter, and, well, they got my attention.
The game is good, I enjoyed my time with it, but less than I expected.
I understood, you want to save everyone
Starting from the worst part, the narrative.
It felt too animey, Rei screamed too many times "I have to save everyone", it felt predictable.
The lore could be intriguing per se, has interesting turns here and there, but never really caught me.
The dialogs felt not so inspired or interesting, the voice over, I didn't like it honestly, specifically because I thought the voice actors were trying too hard, maybe to feel deeper, more poetic.
In particular, I really couldn't stand Tarragon Danderpaws voice, feeling so annoying in its attempts to feel poetic that I almost wanted to skip the dialogs (a thing I did sometimes, quickly reading through the text).
Besides, every dialog with Echo felt like a super big anime clichè.
It was clear from their first dialog what the plot twist would have been and made everything less interesting.
I also don't get why she only has 2 eyes, especially seeing how Rey laugh at a skeleton with only 2 of them, making you kinda get that she has more (and probably 3). It's not like a big deal but felt like they forgot about it.
As said, there were some interesting bits, like the Ultravoid idea, and the Umbra lore too, but it's just not enough to save the narrative.
Expectations and missed opportunities
I had great expectations about the soundtrack, coming from Hyper Light Drifter, and at first I thought they managed to deliver since the first tracks are so good! But I have to say that the quality is inconsistent.
Never bad, but sometimes nothing special, or worse, a bit generic.
The juicy sounds of the first tracks are not always there sadly.
I still have to listen to it fully outside the game so my opinion may change, this is only my experience while playing the game.
I've to say that also visually the quality is a bit inconsistent, even though always good.
It is very stylish, the animations feel good and smooth, the colors are pleasant, and I really liked the 3d flat/low-poly style, even though it feels a bit generic at times.
The thing I can say I really loved is the way they made the background, how it fades with different shades of colors.
It feels like a hand-drawn piece of art.
It was a pleasure to stop for some seconds and just turn the camera to look far away and enjoy it.
What I think though is a bit of a missed opportunity is how they used the sense of scale and the change of gravity.
Those are the two of the things that make this game stands out but sadly it feels like they didn't manage to get them to their full potential, and therefore the game has only a handful of sections using them.
When the sense of scale is there, it really makes you feel small, like I feel while looking at basically 99% of Cosimo artworks, but it just doesn't happen very often, and mostly during the boss fights.
This is even more true for the change of gravity perspective.
It is so cool when you look down and everything is upside down, and the game basically starts with a perspective like this, but it doesn't really get back to it until, like, the 5th level?, and really only has a small amount of sections that use it. Such a waste!
Skating among meditative and epic
The best part of the game was the gameplay itself.
The game has maybe a slow start, and it takes some time to understand what it is about and, therefore, to fully appreciate it, but when I managed to get into it, I played without worrying about getting to the end, because it was a pleasure, and also sort of chilling.
Explore a new area is funny, it is sort of charming to move through it with the skating-like movement, feels very dynamic, and the level design is good for most of the game and it's funny to look for secret areas.
It rarely is a challenge, the game is very forgiving, but maybe this is what I liked about it, that even though the game was about the end of Rei's home planet, it sort of felt like I had all the time, it was relaxing, sort of meditative.
The way they integrate new elements is enough to not make it feel boring after a while, and also manage to give every area a sort of personal touch.
There are not really a lot of gameplay elements anyway, and it could feel repetitive, but for me that was what made it enjoyable, probably because it made the game even more chilling.
Another thing that helps it feel less repetitive is how they handled the bosses.
Even though the game has a sort of combat mechanic, the bosses are not about that, but are a sort of platform section that you have to complete fast and precisely.
Even though it can be frustrating, in the end I found myself enjoying trying to beat the bosses, memorize what moves I have to perform, where to go, and it also felt epic.
They give the game a change of pace, in a nice loop of chill (exploration) and adrenaline (bosses).
I also liked that they integrated the anomalies, that you have to clear before getting to the boss.
These are a sort of mini-bosses that, again, help the pace of the game, and, even if not challenging as the bosses, are still engaging, and sometimes even clever.
I admire how they created basically just one mechanic, the movement one, and managed to use it for both exploration and "combat".
It makes the gameplay feel very tight, very well thought and gives it a personality, and not just 200 different mechanics put together because u don't know how to make something enjoyable.
Until you slip
It's not everything good though.
First, even though the gameplay feels very dynamic and smooth, it's not as much as you would probably expect.
You rarely skate for more than 1-2 sec, you have to stop to look where to go, to make a jump, to climb (why climbing has not been made more fluid? it feels so slow).
This is not a big issue, it's just that I expected it to be more tailored around always moving and never breaking the flow, so I needed a bit of time to adjust to what it truly is.
The movement itself feels, at times, not very predictable.
This is not much of an issue during plain exploration, but while doing anomalies, and specifically bosses, it's very annoying, because this adds more trial and error that is needed, making it feel frustrating.
It happens not so rarely that u jump and the speed goes brr and you just fly away from the boss, or that you use the boost and get the same result, or just that the boost was not ready yet for a millisecond and you just lose the flow and die (this at least can be controlled).
Or again, that you don't get the momentum you would have expected before a jump.
I also sort of hated how the hook mechanic was utterly inconsistent. There is not a specific distance from which you can grapple, it is customized for every hook point! Honestly, why?! This made that mechanic feel very arbitrary, and also make the gameplay feel more scripted/shallow.
Another thing that it's not an issue in the end, but more of something that "pollutes" the gameplay design, is the life mechanic, and therefore the plasma one.
The plasma feels useless after 30 minutes into the game, since you can already get to max life level. They tried to fix this by removing you one life slot after every boss has been defeated, but it's pretty... embarrassing.
Besides, life is just useless in this game, either one hit or the fatal one do the same thing, that is getting you to the closest checkpoint.
This makes the plasma upgrade feel even more useless, since there is no point in having more than 1 slot, apart from losing 2-3 more seconds because of a "U DIED" screen.
I feel like they had something in mind for it but just changed the way the game had to be played (less combat, more exploration, maybe), but then would have had to remove the plasma entirely from the game, which serves as a sort of exploration reward and guidance (since plasma drops form a sort of path).
The boost mechanic was also a bit "annoying".
It has a cooldown, so you can't spam it, and this helps in making the bosses harder and honestly is not a bad idea.
But I constantly found myself wanting to just boost right after I made the previous one, and felt like the game was sort of unresponsive because of that, even though it was intentional.
As last, more of a missed opportunity than anything, I think they could have made more sections like the one near the end of the lava level, where there were monsters preventing you to climb and clear the anomalies, and therefore you had to first clear them to go on.
The combat with these enemies in the game is 99% sort of pointless and just serves as a way to add a bit of thrill. Overall, it works and could be fine as it is, but after playing that section I felt like I would have appreciated some other ones throughout the game.
When something is missing
I may sound harsh, but after all, I liked this game.
It was entertaining, it combines well relaxing/chilling exploration with epic/fast platform bosses, the exploration feels good and there are lots of nice views, and everything is accompanied by an overall good soundtrack.
When I completed it, I felt like I would have appreciated 1-2 more areas, and this means I was really enjoying my time with it.
The real issue is the narrative, which is weak and somehow manages to make everything feel less than it would, like sort of ruining the atmosphere.
I don't know if it is just that or something else, but if I should give a quick opinion about Solar Ash, I would say that it's a good game, but always feels like it's missing something.