Ultros Review
28.02.2024 - 06:09
/ thesixthaxis.com
In this world of huge divides between retro-influenced pixel graphics and AAA visual fidelity, it can take a lot for a game’s aesthetics to really stand out. Ultros absolutely does, however, with a palette that offers up more colour than a Dulux swatch book and an art style that would fit perfectly with a 1970s prog rock album.
It’s difficult to overstate the distinctive beauty of Ultros’ visuals. Alongside the barrage of colour the world and its residents are all beautifully designed and occupy a space reminiscent of vintage science fiction cover art with mechanically infused creatures and a juxtaposition of organic and mechanical environments. The atmosphere is ably developed through a soundtrack of ambient music that makes your experience feel suitably mysterious – although several had hooks that felt quite familiar (one in particular reminded me of the classic X-Men cartoon theme).
The narrative for Ultros is appropriately obscure and surreal, perfectly matching the visual aesthetic. You wake up as a mysterious figure in a strange place with no recollection of how you got there or what you should do. At first you don’t even have a weapon and must follow the initially linear path to find a sword that will take you through most of the game. Whilst combat is a part of Ultros, unlike many Metroidvanias, you won’t be upgrading or replacing your weapon. Much later on you get a slightly more powerful sword, but that is the only meaningful change in your arsenal. After passing a few rudimentary tutorial-esque screens that teach you how to jump, climb and slide you begin to explore the world of Ultros. I did find the main character a little clunky to control at first, a feeling probably exacerbated from having recently completed the new Prince of Persia game which goes for a far more dynamic feel.
Once you get stuck into the main body of the game you’ll find that alongside the platforming and combat there is a substantial focus on gardening here. This isn’t horticulture in the Stardew Valley sense but instead sees you find and plant seeds in various areas to potentially unlock hidden passages or powerups. I say potentially, since specific plants are needed in specific areas to be effective and the game is deliberately vague in helping out with this.
A full completion of Ultros would require an encyclopedic knowledge of the different plants’ properties and locations, but there is a central narrative to complete without becoming absorbed into this side of things. Finishing the game only requires a handful of gardening moments and the game is better at holding your hands with most of these key junctures.
Combat in Ultros is fine and does attempt to encourage you to mix things up, but never really becomes more than
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