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Replaced: The Final Preview

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Replaced is a cyberpunk sci-fi action platformer with surprising point-and-click influences hiding underneath. But no matter what you're tasked with doing, it seems as if Replaced never loses sight of its slick style and rich tone grounded in a love for all things Blade Runner, all while letting that reverence permeate into every aspect of its design in interesting ways. I started my playthrough thinking I knew exactly what I was in for. I was wrong, but thankfully still ended it excited, knowing there's still plenty left to discover when Replaced arrives for PC and Xbox on March 12.

OVERALL IMPRESSION & TONE

  • Many cyberpunk games are casually compared to Blade Runner.
  • Replaced genuinely earns that comparison.
  • It captures:
    • Neon-soaked noir atmosphere
    • Story-driven sci-fi thriller tone
  • However, it is not simply derivative.
  • It blends familiar cyberpunk aesthetics with unexpected gameplay influences.
  • The reviewer played approximately the first three hours.
  • Final emotional takeaway: Strong excitement and anticipation.


CORE GAMEPLAY IDENTITY

  • Combines multiple genres into a cohesive experience:
    • Platforming
    • Puzzle-solving
    • Combat
    • Narrative-driven exploration
    • Point-and-click adventure mechanics (later section)
  • Described as a "confident mix" rather than a confused hybrid.
  • Reinvents the "cinematic platformer" genre.


INSPIRATIONS & INFLUENCES

The game draws from multiple sources:
  • Blade Runner (aesthetic and tone)
  • Ninja Gaiden (combat intensity)
  • Inside (atmosphere and cinematic platforming)
  • LucasArts '90s adventure classics (point-and-click section)
  • Disco Elysium (worldbuilding depth and hub interactions)
  • Final Fantasy VII's Midgar (walled city comparison)
  • Mad Max (wasteland aesthetic and faction styling)
  • Batman Arkham series (combat system structure)


STORY PREMISE

Protagonist

  • You play as Reach:
    • A research AI designed for altering and composing humans.
    • Accidentally gains control of a human body.
  • Following an explosive escape from its facility:
    • Reach seeks to return to its origin to uncover the mystery of its transformation.

Central Conflict

  • The facility lies inside a massive city.
  • Reach has fallen outside the city walls.
  • The journey requires re-entry into the city to uncover the truth.


WORLD & SETTING

Alternative Timeline America

  • The U.S. government:
    • Launched nuclear weapons on its own territory rather than Japan.
  • This created:
    • A devastated nation.
    • Extreme class division.

Phoenix City

  • A massive sci-fi metropolis.
  • Surrounded by towering perimeter walls.
  • Wealthy elite reside inside.
  • The underclass survives outside in wastelands.

Social Structure

  • The wealthy population:
    • Exploits the outsiders.
    • Labels them "disposals."
    • Harvests their organs.
  • Themes:
    • Class divide
    • Exploitation
    • Moral decay
    • Political corruption


VISUAL & AUDIO DESIGN

Art Style

  • Developed by Sadcat Studios.
  • 2.5D pixel art presentation.
  • Blends:
    • Retro NES-like blocky colors
    • Modern 3D lighting
    • Smoke effects
    • Depth of field
  • Looks:
    • Old-school and nostalgic
    • Simultaneously cinematic and modern

Sound Design

  • Synthwave soundtrack.
  • Enhances cyberpunk atmosphere.
  • Opening escape sequence highlighted as audiovisual showcase.


COMBAT SYSTEM

Core Mechanics

  • Inspired by Batman Arkham combat formula:
    • Dodges
    • Parries
    • Strikes
    • Enemy warning indicators (red and yellow flashes)
  • Successfully adapted to 2D.

Expanding Complexity

  • Heavy attacks added:
    • Required to break armor on certain enemies.
  • Blaster pistol:
    • Hidden inside Reach's coat.
    • Powerful, weighty feel.
    • Sends enemies flying.
    • Can one-shot brutes.

Ammunition System

  • Ammo is performance-based.
  • Encourages aggressive melee play.
  • Mechanics:
    • Striking and countering builds gun charge.
    • Passive dodging drains charge.
  • Design philosophy:
    • Earn ranged power through melee skill.
  • Requires rhythm and control.

Combat Philosophy

  • Rewards:
    • Patience
    • Timing
    • Precision
  • Discourages:
    • Button mashing
    • Recklessness


BOSS FIGHT: UNCLE BEN

Character Overview

  • Not Spider-Man's Uncle Ben.
  • Cybernetic, hulking figure.
  • Leader of the Termites faction.
  • Termites:
    • Mad Max-inspired.
    • Hide in sewers.
    • Echoes of Valhalla imagery.

Fight Mechanics

  • Major difficulty spike.
  • High damage output.
  • Large health bar.
  • Two phases:
    • Fully restored health for second phase.
  • Forces:
    • Pattern recognition
    • Patience
    • Careful reading of attacks
  • Establishes combat design philosophy for the game.


PLATFORMING & PUZZLES

General Design

  • Slow, methodical pacing.
  • Encourages environmental absorption.
  • Encourages reading journal entries on Reach's retro tablet.

Platforming Mechanics

  • Routes marked clearly in yellow.
  • Interactables mostly obvious.
  • Never overly complex.

Criticisms

  • Occasionally fiddly.
  • Hitboxes sometimes unclear.
  • Art blending can obscure obstacle vs. decoration.
  • Combat described as excellent.
  • Platforming described as "serviceable."


CHAPTER 2: POINT-AND-CLICK SHIFT

Structural Change

  • Occurs between:
    • Facility escape
    • Termite hideout infiltration
  • Temporarily removes combat and platforming focus.
  • Shifts to LucasArts-style adventure gameplay.

Hub Area

  • Bustling town outside Phoenix City.
  • Echoes Full Throttle aesthetic.
  • Features:
    • Bars
    • Rough NPCs
    • Back alleys
  • Focus shifts to:
    • Dialogue
    • Exploration
    • Side missions


SIDE QUEST EXAMPLE

Binoculars Quest

  • NPC wants binoculars retrieved.
  • Steps:
    • Remove electrical component from arcade machine.
    • Restore power to another machine.
    • Beat high score in arcade mini-game.
  • Arcade game described as:
    • Crazy Taxi meets Operation.
  • Reward:
    • Extra health boost.

Side Quest Philosophy

  • Provide:
    • Mechanical rewards (health boosts).
    • Narrative enrichment.
    • Social and political world insight.


ADDITIONAL LATER GAMEPLAY (PREVIEWED)

  • Inside Phoenix City walls:
    • Hacking puzzle minigame.
    • Social stealth elements.
  • Example:
    • Blend into crowd to avoid security drones.
  • Suggests additional genre blending beyond demo.


THEMATIC CONSISTENCY

  • Despite genre shifts:
    • Maintains strong Blade Runner-inspired tone.
    • Slick presentation throughout.
    • Cohesive atmosphere.
  • Reverence for cyberpunk influences permeates all design aspects.


REVIEWER'S EVOLVING PERSPECTIVE

  • Initial expectation:
    • Straightforward sci-fi action platformer.
  • Realization:
    • Much broader, deeper hybrid.
  • Emotional arc:
    • Surprise → intrigue → excitement.
  • Ends demo knowing:
    • There is much more to discover.


RELEASE INFORMATION

  • Platforms:
    • PC
    • Xbox
  • Release Date:
    • March 12
 
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Up until now we've only really seen trailers for the gorgeous post-apocalyptic sci-fi side scroller Replaced but we here at Eurogamer have just gone hands-on with a Replaced PC gameplay demo and in this Replaced gameplay preview you can find out whether or not Sad Cat's ambitious pixel art platformer is as good as it looks. Spoilers, it is, and more. So, if you want to watch some brand new Replaced gameplay and find out the answers to the questions, is Replaced good and is Replaced worth it, you have come to the right Eurogamer preview!
Replaced releases on Windows and Xbox Series X and Series S on March 12, 2026

OVERALL IMPRESSION

  • Replaced excels in multiple areas, both mechanically and emotionally.
  • The game:
    • Looks visually stunning.
    • Plays just as good as it looks.
  • Trailers highlighted:
    • Sidescrolling combat
    • Cyberpunk environments
    • Flying cars
    • Corrupt dystopian corporations
  • However, trailers do not convey the emotional depth and heart present in the game.
  • Hands-on demo of the first few hours exceeded expectations.
  • The game has the potential to be something very special.


CORE IDENTITY OF REPLACED

  • Genre:
    • 2.5D retro-futuristic sci-fi platformer.
  • Setting:
    • Alternate 1980s America.
  • Tone:
    • Brutal dystopia mixed with heartfelt human moments.
  • Combines:
    • Sidescrolling action.
    • Stealth sections (Little Nightmares-style).
    • Brutal fight scenes inspired by Oldboy.
    • Exploration and narrative side content.


WORLD & SETTING

Alternate America

  • America devastated by nuclear catastrophe.
  • Society split into two major factions:

1. Phoenix Corporation

  • Corrupt ruling entity.
  • Operates from behind walls of Phoenix City.
  • Controls and dominates dystopian world.

2. The "Disposables"

  • People living beyond city walls.
  • Survive in shanty-like towns.
  • Considered expendable.

The Termites

  • Underground gang.
  • Hunt humans for sport.
  • Nasty, violent, predatory.
  • Operate outside Phoenix City walls.


PROTAGONIST: REACH

  • Artificial Intelligence.
  • Becomes trapped inside his human operator's body.
  • Incident occurs in the transplantology department.
  • Initially naive and childlike.
  • Only understands the world through operator's teachings.
  • Motivations:
    • Protect the operator's body.
    • Survive.
  • Confused by:
    • PCPD (Phoenix City Police Department) hostility.
  • Observations made by Reach:
    • Expected people outside walls to be supported.
    • Shocked by aggression levels.
    • Notes aggression does not align with his data.


SUPPORTING CHARACTER: TEMPEST

  • Saves Reach from termites.
  • Charismatic, rockstar-like personality.
  • Brings Reach to Prospero.


PROSPERO (HUB AREA)

  • Continues Shakespeare-inspired naming convention.
  • Humble settlement outside Phoenix City.
  • Atmosphere:
    • Deep sadness.
    • Genuine hope.
    • Community resilience.
  • Residents:
    • Want to help each other.
    • Refuse to succumb to despair.
  • Side quests enrich understanding of:
    • Social dynamics.
    • Emotional depth of world.
  • Interacting with residents is highly encouraged.


SIDE QUEST HIGHLIGHT: ARCADE MACHINE

  • Quest involves helping a young girl restore an arcade cabinet.
  • Unlocks mini-game: Donor Rush.
  • Mini-game premise:
    • Collect bodies.
    • Harvest organs.
    • Heal another patient.
  • Tone:
    • Macabre but playful.
  • Gameplay comparison:
    • Similar feel to Ghostbusters on ZX Spectrum.
  • Adds unexpected depth to otherwise action-heavy experience.


WORLD-BUILDING THROUGH SIDE CONTENT

  • Prospero residents:
    • Many suffered deeply.
    • Still dedicate themselves to helping others.
  • Emotional storytelling:
    • Potential to leave players moved.
  • Developer Sad Cat Studios:
    • Successfully balances dystopia with heartfelt characterization.
  • Standout characters:
    • Matriarch (no-nonsense leader).
    • Yo-Yo (eccentric tech wizard).
    • Ironwood (stern but kind).
    • Dog named Excalibur (bonus charm).
  • Collectibles:
    • Playful items (board game box).
    • Emotional documents (eviction notices, melancholic diaries).
  • World is filled with incredible detail.


VISUAL DESIGN & ENVIRONMENTAL DETAIL

  • Environments are described as:
    • Eyewateringly gorgeous.
    • Among the best in its genre.
  • Pixel art is dynamic and alive:
    • Trees blowing in breeze.
    • Birds flying overhead.
    • Sunlight dappling across ground.
    • Dilapidated billboards hinting at past prosperity.
    • Graffiti-covered walls.
  • Encourages players to stop and absorb scenery.


COMBAT & ACTION

Enemies Faced

  • PCPD officers.
  • Basic termite goons.
  • Tank termites (heavier variants).
  • Gun-wielding enemies requiring awareness.

Early Escape Sequence

  • Reach flees raining gunfire.
  • Vaults fences and logs.
  • Sprinting animations described as fluid and slick.
  • Sequence slightly overstays its welcome until combat begins.


COMBAT MECHANICS

Melee Combat

  • Indicators:
    • Yellow lightning bolt = counter.
    • Red indicator = dodge.
  • Combat inspired by Oldboy brutality.

Gun Mechanics

  • Initially biolocked (cannot fire).
  • Used as blunt weapon (baton/hammer-like).
  • Later unlocked by Yo-Yo.
  • Requires charge through:
    • Melee hits.
    • Counters.
  • Creates synergy:
    • Melee builds charge.
    • Gun blast ends combos explosively.
  • Feels like:
    • Uppercut at end of combo.
  • Not a machine gun — limited, powerful tool.

Combat Depth

  • Must track multiple enemies.
  • Avoid tunnel vision.
  • Manage healing items (medical stems).
  • Balance speed, force, and stealth.


STEALTH SYSTEM

  • Third core tool in Reach's arsenal.
  • Specific setpiece:
    • Patrolling termite car.
    • Searchlight.
    • Accurate sniper.
  • Stealth actions:
    • Hide behind crates.
    • Climb walls.
    • Move through windows.
  • Instakill detection:
    • Searchlight exposure = immediate death (spear attack).
  • Inspired by Little Nightmares stealth design.
  • Requires:
    • Learning patterns.
    • Patience.
  • Can become frustrating after repeated failures.


CRITICISMS

  • Excessive yellow paint markers guiding player.
  • Limited enemy variety in demo.
  • Stealth frustration potential.
  • Opening escape section slightly too long.
  • Minor concern about combat becoming repetitive (alleviated by gun unlock).


THEMATIC STRENGTHS

  • Brutal dystopian setting feels relevant.
  • Emotional storytelling elevates experience.
  • Reach's character arc central to emotional impact.
  • Game promises to be more than just an action platformer.
  • Emotional depth may be defining feature.


FINAL ASSESSMENT

  • Expectations based on trailers were surpassed.
  • Visuals are stunning.
  • Combat is satisfying and dynamic.
  • Story and emotional depth are standout strengths.
  • Replaced has potential to be something truly special.
  • The emotional journey of Reach may ultimately define its legacy.
 
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time meal GIF
 
Can't believe this is finally coming out.

?

Sometimes peoples confuse this with The Last Night, which was announced in 2014

Replaced was announced in 2021.

Soret which is behind The Last Night is basically in development hell right now, project is not cancelled but its barely budging. As of 2024 he was still on pre-production with the graphics, fucking hell.

Replaced devs basically saw the last night art style, said cool, let's make a game like that, and managed to get to the finish line faster than Soret. Soret seem really to have just found a neat art style and managed to get funding initially (but got rug pulled iirc), but had no game foundations behind it, nowhere near a game clearly. He also complained on internet that replaced stole his style but tough fucking luck, if you showcase something but can't deliver, you don't fucking own how pixels look on a screen.
 
Running sequence with people shooting at you reminded me of some of the scenes of inside. Than some of the fighting reminded of classic beat em ups on a smaller scale. I'm not expecting alot of depth, but it'll be a great game to play.
 
looks cool, in the mood of cyberpunk theme as well.

anyway, other than this game, You guys have other cyberpunk 2d games You recommended? doesn't need to be new
 
I'm pretty sure that reveal trailer back in 2021 said the game would be out in 2022. Then they've just been pushing it - and here we are ~5 years later.

Looks like it might've been worth the wait though.

Yeah, this.

My comment was more in reference to how this game keeps getting delayed every year.
 
Oh damn, every one if the elements on display actually looks very good. I read the description before checking it out and was like yea okay cool, did they ChatGPT a description for "cool Indie game"? But yea, my bad, that actually looks fucking legit.

And a demo tomorrow? Definitely checking this out.
 
Reminds me of the much-hyped but never released The Last Night. Does Replaced have anything to do with The Last Night?




 
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Reminds me of the much-hyped but never released The Last Night. Does Replaced have anything to do with The Last Night?






No

as I said in my post earlier, TLN is in development hell. Seems like they blew their load by finding a neat art style but had no real games behind it. As of late 2024 the developer was still in pre-production for graphics, like WTF?

He also accused Replaced devs of copying his art style.



Even seem to think about lawsuits
 
Reminds me of the much-hyped but never released The Last Night. Does Replaced have anything to do with The Last Night?






The Last Night premiered almost a decade ago, Replaced copied its style almost 1:1 but released earlier than The Last Night.

Apparently The Last Night is still in development, but the creator is bit of a douche.
 
The Last Night premiered almost a decade ago, Replaced copied its style almost 1:1 but released earlier than The Last Night.

Apparently The Last Night is still in development, but the creator is bit of a douche.
To be fair, artists tend to be sensitive about their shit.
 
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No

as I said in my post earlier, TLN is in development hell. Seems like they blew their load by finding a neat art style but had no real games behind it. As of late 2024 the developer was still in pre-production for graphics, like WTF?

He also accused Replaced devs of copying his art style.



Even seem to think about lawsuits


sorry Tim nobody gives a shit. Replaced is an actual game, I hope to buy yours one day too
 
?

Sometimes peoples confuse this with The Last Night, which was announced in 2014

Replaced was announced in 2021.

Soret which is behind The Last Night is basically in development hell right now, project is not cancelled but its barely budging. As of 2024 he was still on pre-production with the graphics, fucking hell.

Replaced devs basically saw the last night art style, said cool, let's make a game like that, and managed to get to the finish line faster than Soret. Soret seem really to have just found a neat art style and managed to get funding initially (but got rug pulled iirc), but had no game foundations behind it, nowhere near a game clearly. He also complained on internet that replaced stole his style but tough fucking luck, if you showcase something but can't deliver, you don't fucking own how pixels look on a screen.

He has a Twitter addiction. He's been on there seemingly all day long for several years now. Doesn't seem like a bad guy to me, but I can't imagine he has much time to devote to game development.
 
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