As the temperature outside rapidly drops day by day, so rises my frequency of game completions. The latest is Ender Lilies, a Metroidvania game whose strengths are not always strong enough to overpower its flaws and frustrations, but which generally speaking is an engaging and memorable adventure. With cool ideas drawn specifically from "Igavania" and Souls games, its challenging but fun combat, engrossing atmosphere, and convenient design kept me playing for many hours at a time.
I love how in this game, you'll very often go somewhere before you have the ability needed to complete it, but you almost always at least get something of value that will make the rest of your time easier. Then being able to warp right back to the last of many checkpoints and fast travel wherever else you want speaks to this game's attempt to trim some of the fat out of exploration in these kinds of games and focus on the fun part. And even if you die on the way, there is no rush back to retrieve any currency or XP. I appreciated these convenience-focused design decisions for a game that's already so hard at times, as they really keep the forward momentum going and made it more easily digestible than an admittedly cooler game like Hollow Knight, that I nonetheless found too tedious to complete.
When the game does get frustrating though, it gets pretty seriously frustrating. One area I cleared in the second half of the game seemed to be the start of the game's downfall, as it focused heavily on long, arduous combat gauntlets instead of any kind of interesting exploration. After this point, I noticed the levels started to feel particularly tedious with hazards and enemies with outrageous damage output. Rather than explore every little corner like I did in the first half of the game, I just wanted to be done with it at many points later on.
To get more specific, many encounters and areas were fun on paper, but too often in that second half of the game, their challenge leaned too much into tests of endurance for my liking. Several instances reminded me of why Sekiro's multi-phase final boss was so painful; it was fun and the individual parts were well-designed, but it was such a long, grueling gauntlet that you'd "get the point" long before you're able to actually complete it. I think most of these problematic battles would feel totally fine if they were slightly shorter, the obscene damage from making contact with enemies was reduced, and some of your flashier attack animations were toned down to improve visibility of what the enemies are doing.
Speaking of those attacks, one thing in this game that I liked was that similarly to Igavania games' soul mechanic, you capture spirits of "purified" bosses and minibosses to gain new movement and combat abilities. There is quite a variety of options available, and I found myself changing things up regularly to adapt to new situations, resulting in a totally different but still fun combat feel. Thankfully, you get access to several pretty useful abilities really early on, avoiding the pitfall of these kinds of games taking a while to get going.
Another thing the game does well is its atmosphere, aided by some dark and rainy visuals and a soft piano-driven soundtrack. The art style was something I was a bit unsure about going into the game, but I ended up loving it. The idea of controlling this maiden whose attacks come entirely from momentary summons of fallen enemies is really cool to watch in motion, and it's all animated and timed out in a weighty way that looks and feels good. Individual rooms in the middle of levels can feel somewhat nondescript at times in both their look and level design, but most of the bigger landmark moments nail the aesthetics.
Story-wise, the game plays out in a similar storytelling style to Dark Souls, where there is not necessarily the strongest core driving narrative underlying everything you do, but individual areas, enemies, and parts of history are filled in with nice narrative beats fleshing out their relations with one another. I would not strongly recommend this game on the basis of story if you consider that a huge criterion, but it is decent overall because of those good smaller moments.
As evidenced by all this text, this game ultimately became a somewhat conflicting experience, where I had many hours of amazing fun, and a couple other hours of absolute pain. The core principles behind the game always kept driving me forward and (mostly) saved me from total despair, though, as I always knew I would be a few rooms away from that checkpoint or lever I needed to hit. It walks a fine line with the pace and difficulty, and I think it does fall off that line a few times, but it mostly hits the mark and delivers a memorable and fun experience.