So when I saw Noisy Pixel gave it a 9 I got pretty excited. Granted, I think NP gives out high scores pretty often, but still. I started this last night, and I gotta say this game is very disappointing. It feels really low budget, I don't know how else to say it. The controls really leave a lot to be desired. It has some SUPER annoying things like in the checkpoints that in virtually all Metroidvanias fully replenish all of your health and healing items, in this checkpoints don't do it. Only save points. In this game those are not one and the same. There are save points that are the main ones that do everything for you. And they fully replenish everything. Then there are checkpoints, which are like mini save points that heal you, but don't refill your healing items. One time already there was only a check point before a boss, not a save point. So I couldn't refill my healing items before fighting it, unless I trekked all the way back to a save point. Then had to make it all the way to the boss having to heal. Incredibly irritating. Totally unacceptable for a Metroidvania. I suspect this won't be an isolated occurrence.
Also when you turn into the Gaia, which is a main mechanic of this game, you're encouraged to do it a lot. But you need to fill your Gaia meter to use it. But to fill your Gaia meter, you need to kill normal enemies, then before they disappear, you have a short window to grab them and consume them by hitting the R stick. And you need to consume like 10+ of them to refill your meter. There's no other way as far as I know. Save points and checkpoints don't refill it. So after you use this power once, you need to basically grind to refill your meter. Every. Single. Time.
Also, buying things from vendors requires both money and materials. The only way to get materials is to consume enemies with Gaia the same way. So this game basically forces you to consistently grind and hurts the pacing.
This game is pretty linear too. It feels like there are a lot of branching paths, but they almost always lead to the same end point. And in the occasion there are some paths that actually go somewhere, so far for me, 99% of them go to a dead end that is clear will eventually become a shortcut later from the other side that I can't get to yet. Only a few times that I've explored so far have actually led me to items.
But it just doesn't feel right overall when playing. Not as responsive or fluid as most high quality Metroidvanias. No idea how NP gave this a 9. To me it's like a 6 at best so far. And this is a genre that I adore.
One thing I'll give it though... when you get hit in this game and take damage, you don't get knocked back like 99% of Metroidvanias. You just take damage, but don't move. I can't tell you how much of a relief that is, I FUCKING HATE the knock back shit in games. The number of times I leaped to a small ledge, got hit, and then got knocked back into spikes only to die drives me up a fucking wall. This doesn't have that. But the funny thing is, just based on playing the game, I think it was more of an oversight than a design choice because like I said, the game just feels cheaply made. Like it wasn't polished up during development.
I'll finish it, but a handful of hours in so far, a very big meh. It doesn't even look as pretty as it did during trailers and review clips.