RedC
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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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