
Explore an abandoned space station in this retro-themed explorative action platformer.
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The creators of this game clearly based themselves of the cream of the crop of classic metroidvanias and wear their influences on their sleeve. That being said, it seems that they missed the finer points of game design and how to discreetly nudge the player in the right direction. If you are looking for a challenge and do not mind missing out on pretty much all the quality of life that are staples of the genre, give this game a try. Be warned that on occasion the game will not tell you a previously accessible path is blocked until you reach the very dead end of it, and going around will waste at least half an hour. Also, some sections will require specific items, but you can make it halfway if you pull off extremely tricky maneuvers until you encounter an impassable obstacle. These look identical to the rooms where you have to pull off a tricky maneuver until you encounter a reward. There are passable walls that are mandatory for progress but are indistinguishable from solid ones, so you actually have to shoot everything and touch everything just in case. The game will teach you that you can break red blocks with a power. But not if you are in water or if they are above or below you, which the game does not tell you and you need to concede after an hour of fruitlessly faffing around a block. Poor conveyance of information and some cheap hits after screen transitions sour an experience that had a lot of potential. The pixel graphics are nice on occasion, but on others it's just noise and it's unclear which blocks will hold you and which won't. The story so far has been more than adequate. I got the game because of a recommendation based on the soundtrack and that is top notch, with the right amount of ambiance and nice tunes. I sincerely hope I can stick to it and finish the game, but it is making an effort to ensure I do not enjoy the journey. Once again, if you thrive on challlenge and you are okay with mechanical roughness, give this game a try. Oh, and rebind the secondary skill to L instead of Y, trust me on this one.
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Languages: English
Hours played at review time, across 64 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Be prepared: [b]This game is difficult[/b], but one of the greatest metroidvania games, even compared to recent masterpieces. Control is difficult but solid and reliable. Nothing is unfair. What's difficult but possible is possible (and often really difficult ! ) and you often have to do it. Then it rewards you. The developer understands incredibly well what makes games fun. # One review says grappling is unreliable, but no, it's the reviewer's fault. I confess it took me 10 min or so to understand its use.
extremely underrated metroidvania with a super solid core game and stellar postgame secrets so deep it basically constitutes a whole other game
I give Environmental Station Alpha a lukewarm thumbs-up. If you like difficult metroidvania games, then you may like this one. The game starts off simple. You have a character who can walk, jump, and shoot a short laser to all four cardinal directions. While the enemies aren't that bad in the beginning, you may notice a pattern: Very often they attack you from directions you can't shoot at. These enemies start appearing right from the start. So you can imagine what will happen when the game progresses and becomes more difficult. There will be more of them, they will move faster than you can run, there will be difficult platforming to do at the same time, there will be enemy spawners somewhere else in the map that are hard to reach and hard to kill, there will be environmental hazards to dodge all the while, so on and so forth. It doesn't get any easier at any point. Environmental Station Alpha is a metroidvania, so of course there are a bunch of upgrades to get. Surely they help you dealing with all these difficult enemies, right? Maybe help you traverse the environment a little easier? Sure, but they are introduced in a manner that never gives you that feeling of power. Usually the only relevant thing they do is help you get to a new location, but sometimes they add an element to the gameplay that makes it more frustrating to play. For example, for quite a while you have to deal with your basic, very short laser for damage. Eventually you get charge beam, which both deals more damage and has a bit longer reach, but you have to charge it for a second. After getting it, every new enemy is either tankier or can only be damaged with the charge beam. You can still only shoot cardinally. In other words, all the charge beam added to the game was you having to charge your attack while dodging the ever-increasingly difficult enemies and stage hazards instead of just firing at will. Traversing the earlier areas barely gets any easier because the flies will still come at you from diagonal angles. And charge beam isn't the only upgrade that has a similar effect to the gameplay. I quit playing the game after getting about half of the upgrades. I don't know how deep that is into the game, but the game just became too much for me. I tried to explore for any kind of upgrades that could make the game easier, but every time I got to a new area with a sick trick, instead of it being a secret with a health upgrade or something it was just a blocked road where you had to come back later with some other upgrade. The graphics also made it hard to see which tile is traversable and which is not, which tile is destructible and which isn't. Environmental Station Alpha features boss fights. They are quite simple, each boss having something like three different attacks they do, but I think they were still generally pretty enjoyable. Despite the simplicity the attack patterns themselves can be difficult to dodge, so don't expect to just blaze through the bosses like in Metroid games. I also like the atmosphere in the game. You are alone on a space station, and you are told something has gone terribly wrong but you don't know what. You find messages left by the staff that give you information of what happened bit by bit. You see monsters having taken over, but you also hear there may be survivors. From what little I've seen of the various endings the game has, it seems the story takes some rather wild turns and I'd really love to find out what's going on, but alas. In addition to these two reason for my thumbs-up, I also really want to support game developers from my home country, Finland. I genuinely believe this game has potential, but man, it's just too much for me. I like to think metroidvanias are close to my heart, but somehow this game still managed to miss.
It's clear from some parts that the devs have some knowledge of good game design but there is too much frustration for me to find the game enjoyable. There is lots of backtracking and it's pretty cryptic where to go next after finding an upgrade - in the end, I just started reading guides because I don't want to draw a map by hand marking what kind of obstacle is at every dead end I reached. The game isn't too difficult per se, but the controls aren't great and the combat/action doesn't feel good to me either. Most passages and bosses are easy enough that they don't really pose a challenge but when you reach a point that is difficult, it becomes obvious how annoying everything is. For pretty much all bosses, I didn't feel like there is much of a strategy going on. I'm learning all patterns and attacks but due to the fact that it's so hectic and the controls are so clunky, it doesn't really matter.
The gameplay itself is nothing revolutionary but it's a pretty good classical metroidvania, the game is reasonably difficult, the controls, movement, map and boss design overal feels pretty retro, which has its ups and downs. The best part of the game are the secrets, for those who are interested in things such as secret languages to translate, messages on the walls and such, you will enjoy what this game has to offer. A charming experience overal, for a very reasonable price.
Solid metroidvania with a focus on the metroid end. Competent throughout with solid controls and fun power ups, good initial exploration and solid sound design and music. Difficulty is mostly well balanced with a couple bosses as slight outliers but nothing with inappropriate runbacks or similar. There's no life drops from enemies which is certainly something that I could see people taking issue with but it never felt out of place in my playthrouugh. The issues I had only kicked in in the post-game with clean up becoming tedious even with a large number of teleporters. The post-game itself is a sprawling, world spanning puzzle quest with ciphers and cryptic hints that I completely bypassed by reading a guide. If you want to do it by hand, it is probably rewarding to do so and certainly seems reasonable to figure out. A couple more weapons would have been nice (primarily as this would have allowed for more routes between areas late game for faster post-game travel) as more combat options would hardly be a downside. As is, the only notable changes to the beam you get are 'stronger beam' and 'comically strong beam' respectively (which is still satisfying to unlock and has a fun associated challenge but lacks the appeal of a real weapon or beam). I didn't finish up 200% because I accidentally went NG+ without realising it, which is a moderate issue itself and should really have warned you or asked if you wanted it to happen at all. [b]I'd give it around an 8[/b], it's too good to be a 7 but pretty far from reaching a 9. For the price, you really can't go wrong with it (it was on Humble for 50% off its already cheap price when I played).
♥♥♥♥ serpent five. ♥♥♥♥ serpent five. I wanted to pick up this game again but holy ♥♥♥♥♥♥♥ ♥♥♥♥ serpent five is such a ♥♥♥♥♥♥♥ boss. Water-level worm boss where you can only attack the tail, it's resistant to attacks most of the time, two phases, can only be hit with charge attacks, and it spams projectiles. Also sometimes it just camps ontop of you and kills you with the way to get out being really unintuitive. Urgh.
At first, the game seemed like a NES masterpiece. I thought its progression was great, the items, the enemies, music, the interesting story. Then I got 53% through when the difficulty had become too annoying. (Annoying is the keyword.) So, I started a new game on easy. I got 57% through and the "honeymoon was over". I lost interest in it. I might come back to it later, but for now this game is going to my "I Quit" collection. What I mean by "annoying". There is challenge that is difficult, addicting, and fun. Then there is challenge that is not fun, and it becomes annoying. Game controllers and keyboards loose their lives. I like challenging games. I 100% Salt & Sanctuary, Elden Ring, Grime, Nier Automata, Subnautica... I give Environmental Station Alpha a negative review. I think others, who play games that I do, will think the same thing.
FYI: THE SPEED OF THE GAME IS TIED TO FRAME RATE. This applies to everything (player movement speed, etc.). I've been playing at 40FPS on the steam deck because that's what I always do. You can't really tell the difference and it's way better for battery life. But I just found out I've been playing this game at 2/3 speed the entire time. Was already in the postgame before I realized. Honestly, pretty hilarious but there's no way that should be happening. And if it does the game should make it clear (if I was told anywhere I missed it). I'm recommending this because it's a fun metroidvania and I had a good time with it, but it has problems and some questionable design decisions. The highlight is definitely the boss battles, they're interesting and well done for the most part. Fun exploration and secret finding for the most part as well. I'm not going to continue playing because I was still in the middle of doing stuff in the postgame but I apparently triggered an ending that forces you into new game plus. Literally why? there is no reason at all for it to happen other then it's the designer's "vision" or something?
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