Nine Sols far surpasses any other Metroidvania game I’ve ever experienced, and even feels like a worthy successor to Sekiro. I can’t recommend it enough, though at first glance, it may not seem so remarkable. Nine Sols chooses the surprising tactic of saving all of its best mechanics and moments for the later half of the game, risking players losing interest early on when they might think it merely above average. Fortunately it pulled me in with an immediately compelling narrative, with a far greater emphasis on story and atmosphere than any Metroidvania I’ve ever played.
That’ll likely be a point of contention for those players who want their games to shut up and just let them play, but I found the game well written enough that I was always happy to slow down and explore the interactions of its characters. The story is centered around an unconventional sort of mystery. Protagonist Yi is probably the 2nd most knowledgeable character in the entire plot, and understands almost everything from the word go. But he has no interest in explaining it to the player or the other characters, leaving you as player to slowly piece together the state of the world and plot bit by bit, all the way up until the 11th hour.
The story is what really kept me focused and motivated to keep going in the early game, when the mechanics are simple and the less interesting environments are available. I usually find Metroidvanias a bit lacking in any real hook to keep going, especially as the enjoyment of exploration is somewhat hindered by the environments being constrained to 2D boxes and corridors. Scouring the map to find gifts to bring back to the hub and unlock more conversations was a strong incentive for that exploration.
But as the game goes on, the combat and traversal mechanics start to go wild and really take center stage. I really think I enjoy the late game combat of Nine Sols even MORE than the game that inspired, Sekiro, which is one of my favorite games of all time. It starts very simple: parry attacks to avoid damage and grant yourself Qi, use Qi to put explosive talismans on enemies, use wimpy slash combo for minor additional damage. As you gain more and more abilities and enemies develop more and more unblockable attacks that need to be countered in a variety of ways, the battles—particularly the boss fights—become a mad dance of juggling half a dozen different actions and keeping up a constant stream of both aggression and assertive defense. In particular, mobility goes from barely there to intense. In the late game, you can double jump up to a flying enemy, air dash to dodge an attack, hit them with a basic combo, talisman dash to reset your mobility, hit em with another combo, double jump away, and air dash again through another unblockable attack, keeping you in the air and actively fighting for a good 4 seconds.
The bosses in the late game are some of the best I’ve experienced in games from a mechanical standpoint. I finished the game with a 38 hour save file, and I spent probably around 20 of those hours fighting bosses, of which there aren’t really all that many. Of the late game bosses, I spent about 5 hours on one, 4 on another, and roughly 8 full hours on the final boss. What’s insane about that is I legitimately had fun the entire time and was almost never frustrated by it. The boss presentation goes higher and higher as the game goes on as well, with some really great use of the background and effects to hammer home the bosses story themes as you fight. Early game bosses can be a bit dull in both presentation and gameplay, but it doesn’t take long to get to the great stuff, and the early bosses perform a vital role in easing you into the game’s combat depth.
In terms of criticisms, the biggest one is simply a matter of limited budget/resources. The writing is great and builds to a really strong conclusion to Yi and various side character arcs, but probably would have hit harder if the game had been fully voiced by a talented cast, instead of just a sprinkling of voice acting here and there. Considering Nine Sols was a Crowdfunded game from a studio of only around a dozen main staff, I think that’s pretty understandable. There the slightly underwhelming manner in which you unlock key new abilities for traversal and combat. Rather than finding them in the game world in some contextual way, at specific points in the story/location you will rest at a standard save point and just be suddenly drawn into a spiritual plane where you are given a tutorial on how to use the new ability Yi just… realized he could do? There are certain power-ups you can find and bring back to a mechanic in the hub to be unlocked, as well as passive upgrade jades that are similar to Hollow Knight’s pin system, but to my recollection none of these abilities are ever used to reach new areas in the Metroidvania manner. Just a bit odd, but not particularly problematic.
Nine Sols is a crazy good achievement for any indie studio, let alone one that up until now made story/atmosphere centric horror games with little to no emphasis on gameplay (from what I’ve heard, I haven’t played Detention or Devotion myself). I’d recommend it to anyone who even slightly likes Metroidvanias, as well as anyone who enjoyed Sekiro, with the slight caveat that there is a lot of talking and cutscenes compared to other games in the genre. That’s a plus to me, but I’m certain there are a lot of people who’d rather the game keep quiet. But that’s really not Red Candle’s style. Even going just off their reputation, they make games that have something to say, and Nine Sols is no different.