
Japan's take on classic Commodore 64/Amiga action-adventure games. NOT a Metroidvania. Use your wits and your weapons to discover an ancient secret and gain your redemption. Art and music by Japanese legends of console gaming.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Reviews
[h1]Theme[/h1] Exile's End has fantastic environmental graphics for a 2D platformer, making me think of the old Flashback game. Unlike Flashback, however, the environment looks very empty and bland. It is a shame that such beautiful graphics are paired with such lackluster level design. The soundtrack is nothing special, and even becomes very repetitive and droning after a while. The story is very simple as well - the protagonist is part of a rescue mission right when something goes horribly wrong. With no way out, the only thing left to do is to go further in and find out what is going on. Storywise, there is no real drive to continue playing the game. It is not very exciting and it all seems rather predictable. [h1]Gameplay[/h1] The controls of the game are great, which is the most important aspect of a 2D platformer. However, the mechanics and level design are outright mediocre. Due to getting falling damage at the beginning of the game, you are pushed to explore your environments carefully before advancing. However, moving the screen around to do this is terribly slow and takes away from the platforming. The environmental dangers such as floor and ceiling spikes feel terribly cheap as you just can't be bothered to wait for your screen to move up or down. Enemy design is mostly lackluster. Each area usually has one or two enemy types that do little else but walk back and forth at the same pace. They feel out of place and offer no challenge what so ever, making them feel like filler content. The only exception is the first "tough" dog-like enemy you encounter, which sprints and jumps at you and requires a trick to escape from. The rest are just badly designed. Touching an enemy bumps you back a bit, but you get no invulnerability frames. Thus, if you are stuck in a corner or walking forward, you keep getting more and more damage. The level design makes most screens feel like filler content (with monsters feeling like pointless bullet sponges), and often enemies spawn right in front of you when you transition from one screen to the next. Exile's End allows you to save in any screen, but it's rather stingy when it comes to healing items. The only way to heal are from the limited number of health packs, and the rare pill drop from enemies. As a result, if you are low on health you'll find yourself grinding for such a pill drop. Fortunately, the game - outside of bosses - is not challenging at all. The majority of the damage you will get is from not being careful enough with the environment as you try to traverse filler content areas as fast as possible, desperately waiting for something exciting to happen. [h1]Conclusion[/h1] The game would be great if enemies were more interactive and varied and the level design would do the graphical design justice. It's a real shame that the level design is so bad, because it is the one flaw making me not recommend this game. As it is, the game is bland and boring because of it.
Всем любителям стилизованных под старину платформеров советуем поиграть в игру. Exile's End не претендует на оригинальность, но перестрелки с качественным саундтреком и интригующим сюжетом, который вы точно оцените, она вам точно предоставит.
[h1] The Metroidvania Review[/h1] [url=https://metroidvaniareview.com/2019/11/25/exiles-end/] Scored Summary[/url] | | [url=http://store.steampowered.com/curator/30503887/] Subscribe to our Curator [/url] [b]How Metroidvania is it?[/b] High Fit – In spite of the store page’s pleas to the contrary, [i]Exile’s End[/i] fits the Metroidvania Mold extremely well, and is probably the best genre to categorize it as. [url=https://steamcommunity.com/groups/MetroidvaniaReview/discussions/1/1744480966999144417/] Want to hear a different opinion, or want to share your own review? Check out our Forum here.[/url] [h1]Full Review[/h1] I’ve noticed that for some people, presentation is everything. If a game has good graphics, a story that is written to be exciting or entertaining, and great music, that’s all they need. [i]Exile’s End[/i] really attempts to push the boundaries of how far presentation can carry a game. Beauty of course, is in the eye of the beholder, but if you’re nostalgic for the era that [i]Exile’s End[/i] is trying to emulate, you’ll probably find the game to be quite beautiful. At the very least, the cut scenes are basically perfect in this regard. If you’re one of those people that appreciates presentation above all else, then you may enjoy what this game has to offer. For myself though, I’ve always been one to analyze the level design, then the gameplay, first. To me, even wrapped up in all of its graphical wonders, [i]Exile’s End[/I] commits the cardinal sin when it comes to rating a game; it’s boring. [i]Exile’s End’s[/i] biggest problem is that it doesn’t seem to know what it wants to present in terms of gameplay. It starts out interesting – to me at least. You’ve crash landed on a planet with all of your allies dead or missing, and you’re hanging on by a thread yourself. Your environmental suit is malfunctioning, so you can’t even fall very far without taking severe damage. It’s a great setup for a Metroidvania game, even if it’s a little frustrating. That genre can really cash in on the idea that you start out as a weakling and eventually become an all-powerful conquerer, and you certainly start out weak here. [i]Exile’s End[/i] seems like it’s trying to be atmospheric – certainly the claims that it’s actually a cinematic platformer rather than a Metroidvania testify to that. But its slower movement and pacing – albeit perfectly functional – sort of kills that atmosphere rather than build on it. This is especially true in the long run as monsters are encountered to the point where dispatching them becomes routine rather than a terror to be faced – thus it sort of fails at being a cinematic platformer. The game’s progression is wholly Metroidvania-like, but you never seem to move beyond backtracking through boring enemies so you can flip switches; you never end up being the powerful master of his environment. The end result is a game that wants to be something else, ends up to be most like the thing that it claims not to be, but then sort of fails at being good at that anyway. While moving through the stages quickly becomes tedious, exploration does give some very meaningful rewards – so there are [i]some[/i] positives in the gameplay. Bosses aren’t particularly well-designed in terms of patterns and telegraphing, so upgrading your armor and weapons really takes the edge off of having to face them. Thus finding ammo upgrades still gives that wonderful sweet taste that you may have experienced in other exploration-based games. It’s just a shame that moving between them can be so uninteresting. Another way exploration is rewarded is feeding you more information on the story. It’s fun to find communiques and tidbits that unfold the plot more organically, rather than [i]only[/i] having it fed to you through forced cinematics – even if said cinematics are also a highlight of the game. The game ends off on a ponderous note which I consider a major positive overall, but ultimately the narrative is still probably similar to something you’ve heard before if you’ve dabbled in any sci-fi prior to playing. There’s also a huge missed opportunity to tell that story through the environment itself. Some areas are better than others, but overall levels feel like they were made in service to the gameplay rather than to create a sense of “place” – which wouldn’t be such a bad thing if the gameplay was actually good. There are some very talented people involved with [i]Exile’s End[/i], but in the end it falls apart due to poor direction. It never really sets itself apart in the ways that matter most and while it’s not [i]that[/i] bad, it exists in an environment where it can be safely ignored. I feel like any of the 2D [i]Metroid[/i] games capture what [i]Exile’s End[/i] does best, but better. While the more atmospheric Metroid-like version of Metroidvania is slimmer pickings than its campier Castlevania-inspired brethren, I don’t think that’s enough to recommend slogging through this one. 2 out of 5
Не знаю купив эту игры вы точно отправитесь в прошлое лет так на 30 минимум.Я когда включил её поставил нормальную сложность...в итоге на первом же уровне я умер просто прыгая по тупым пещерам.Топовая метроидвания и всем казуалам проходить мимо...данная игра мега хардовая.
This game felt unfinished. It wasnt a bad game it just didnt feel complete. Lets start with the story, There is little of it. A few cutscences and some message logs , The latter mainly hidden in secret areas which makes me wonder if we were supposed to know what was going on. The main character may as well have been a sack of used socks as he has no story or information. It mentions a dishonorable discharge at the beginning, But thats all you ever learn about him. The other character that helps you may as well be wearing the same sack, as even less info was given out about him. The end has you make a choice without telling you that it is one, I ran forward and got one of the endings on accident and was left wondering "Do I care?" I had formed no attachment to my alloted sack of socks which caused the end choice to be a pointless one. Up next is combat. It takes a while to get your first actual weapon until you do you are stuck with rocks which i thought was funny, The weapons themselves were well designed except the grenade launcher which for some reason if you hit an enemy on the top of its sprite, It would do the same damage as a rock or less. The placed explosives which I found no use for other than blowing up a clay pot i had put on a plate I shouldnt have and the cloaking device which lasted about a second and did about as much as covering youself in a sheet and yelling "im not here! You cant see me!" Enemies! Largely boring. There are two kinds walkers and flyers. The walkers tend to walk straight at you and fire their respective weapons (Gun/fireball) Except the spiders which alternate between floor and ceiling, The chargers which rush you and explode when killed and the stalkers which turn invisible. And flyers do just that, Fly. Didnt matter the sprite they all did the same thing. There is a unique enemy that runs quite fast, kills very fast and is attracted to sound but ultimatly nothing was done with it. Wasted potential as it would've been quite cool if it stalked you through the game, Kinda like a SA-X. Bosses! Where there any? Only one truly felt like a boss, even had a cutscene beforehand but nothing happens when you win, he drops a weapon and leaves you to your own devices. The cutscene had him holding a bag standing in front of a giant crystaline figure. Okay, Whats in the back pack? Where did it go? Whats with the figure? When I won I worried that the game might have glitched because no acknowledgement was made at all that I had just defeated a boss. No acknowledgement was made of the back pack or the figure which the man was obsessed with. So yea, The boss fights were uninspiring. Audio/Graphics! I play most games with music off so i cant really comment on that. The small parts of music i did hear sounded alright however. Graphics are probably the best thing about this game. I enjoyed them immensely, It felt like i had loaded this game through windows 3.1 with a backup floppy disk in case i didnt have enough memory. Good times. Overall the game was boring, Its got a lot of space but its wasted and sparsely filled with anything of interest. There are two things however that I truly hated. The first was the map, I like to fill in my maps and in some rooms it seemed quite impossible as the missing pieces where high in the air or embedded in the walls. It was very annoying. Second was the lack of any invincibility frames anywhere. If one of the walkers traps you in a corner you will keep taking damage until you die, and because your character reacts to every hit, escape is very difficult. My overall completion was 84% and I was bored for the majority of it. Im sorry but I wouldnt recommend this game to my friends but I would recommend it to people I dont like.
白髪と白い髭がシブいカッコイイおっさんを操作して ある惑星を調べていた研究施設から連絡が無くなったから探索しに行くアクションゲーム 紹介文に「NOT Metroidvania」って書いてますけど、PV通りのめっちゃメトロイドヴァニアです むしろ後半は悪魔城ドラキュラも入ってきます。 ストーリー的には映画のエイリアン、プレデターなんかオマージュしてる展開が多く 英語が分からなくても雰囲気で話は理解できる アクションがかなり単調で敵の種類も少ないので早めに飽きが来る ボリュームも英語が分からない俺でも5時間程度でクリアできるので短いのが分かる 何が一番ダメか?って聞かれると、ボス戦が面白くないので山場を迎えた感じが無い ソレでいて話がどっかで見た映画のオマージュなので次にどうなるんだ?って事も無く ゲーム全体に抑揚が無く淡々と進んで面白さがとても薄い 一応二種類のエンディングがあるが別にストーリーに大きな変化があるわけでもないので拍子抜け もしそれでもやってみたい!って方に注意して欲しいのは 「暗闇にものすごい分かりにくい壊れるカべあるよ」「マグネットビームで扉のレバー動かせるよ」「水の入ったツボ壊せるよ」と言うのを覚えといてください 良い所?言ってなかったけ 1つくらいあります。研究所の博士のマジキチスマイルが素晴らしいです!
I've only played 3 hours, but this game gives me twinges of Out of this World, Flashback, Super Metroid, a Boy & His blob, the cutscenes are straight up Wing commander or Ninja Gaiden and the music? The music is a perfect fit for the late 80s early 90s aesthetic the game is going for. Pretty much nailed everything! The ONLY negative I've found so far is the default CRT shader is a bit overpower with the bloom effect, but the subtle setting nails it. If you like side scroller action adventures, this game is for you.
OMG. Who made this and thought it was a good idea? There is so much wrong with this game I am just gonna list it: 1) Auto saves every room. Which on paper is nice to have but in reality it saves your health too. Which means all damage is permanent with no way of healing outside of health kits and there are no health kits. Like literally. There is one you find at the beginning of the game and then nothing for hours. And if you didn't know that's how it works then you took a lot of fall damage early on and have to complete the game 1 hit from death. 2) Fall damage. The game starts you with your suit damaged so you take fall damage from miniscule drops. Which means you have to crawl forward in the beggining holding down on every ledge for a few seconds until the fking camera decides to actually pan down. 3) Throw rocks. This is your only weapon for first hour. And you better pick them up before you leave the screen because you know, it autosaves you without any otherwise. 4) The worst bossfight in human history. Which is when I gave up. You have max 5 stones at that point and have to fight a beast that charges at you in what isn't even a combat arena but just a normal corridor with no way of avoiding the thing. I watched a playthrough on youtube to see if its doable, but they just took one unavoidable hit damage and ran past the boss to pick something up and run out of the room, skipping the fight. 5) And then there is the music: Doo Doo Dee Doo Doo Dee Doo Doo Dee Doo Doo Dee Doo Doo Dee Doo Doo Dee Doo Doo Dee into infinity. 6) ah also the game doesn't save your options so each time you start the game you have enable fullscreen and turn of the crt filter again and again. This game is distilled garbage in videogame form.
This short metroidvania (and it [i]is[/i] a metroidvania) is bare of flashy gimmicks and multi-stage boss battles, but its simple elegance is its strength. I can't recall the last time I played a game with such responsive, no-slip, frustration-free controls. The atmospheric score, the simple yet attractive graphics -- they wove a world of adventure that wasn't harshly insistent, that invited me to diffuse my stress into a sprawling, but never confusing, map. The story could have been richer. The ending(s) could have been more extravagant. But in light of the warm feeling of [i]Zen[/i] that I felt the entire time I traversed [i]Exile[/i]'s scanlined warrens, I can complain of very little.
Much like "Inescapable" (a very similar, if simpler take on this formula by the same developer), this game is a modernized take on late 80's, early 90's computer platformers like Shadow of the Beast, Rad Warrior and Flashback. It has Metroidvania style elements, but like the description says, it really isn't meant to be considered such. The graphics look like those games and the sound is like an old Amiga or Atari ST game. It's unforgiving and requires patience and trial and error to some extent, but it isn't extremely difficult in the long run. If you enjoyed classic platformers from the Amiga era, you'll probably enjoy (and get a nostalgic rush) from Exile's End. By the way, if you've played Inescapable, you'll notice this game is almost like an expanded, improved version of the same game.
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