
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.
positive critical· bar length = how often the theme comes up
Reviews
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.
So, Exile's End. I knew it looked a ton like Inescapable, and, well, it's the same guy. There are some big-name Japanese veterans in on the game as well, including Keiji Yamagishi (Ninja Gaiden composer) and some folks that worked on Secret of Mana, among other titles. Interestingly, the game doesn't bill itself as a Metroidvania, but by some measures, it is. It lacks the sort of level-up progression of the Castlevania side, but it definitely includes its fair share of unlocked abilities to enable progression, a map system to get around (something Inescapable lacked!), and a few hidden rooms for optional upgrades as well. But it does feel a bit closer to its stated inspiration, Commodore 64/Amiga games of a somewhat non-linear nature. There's probably a little Flashback/Out of This World as well, although the controls are much more responsive. Early on, the game is pretty tough, but this gradually starts to smooth out, especially once you get the shock absorbers so you can fall from any height without taking damage. There are also some instant death spikes to worry about... but the game is quite lenient, giving a checkpoint each screen with the auto-save, and four save slots, which record progress at each screen transition. Graphically, I love the look of the game. It really does look like a period piece in a lot of ways, with some spiffy-looking but somewhat repetitive tiling that would have indicated a lack of memory back in the day. The executable itself was a whopping 31 MB, of which you have to figure a fair amount was the soundtrack. Gunplay is fun, once you get one. You've got a bit of a pause between shots that you have to account for, and the weapon is governed by an energy meter. Enemies will cough up crystals to restore that, though. You'll also find other guns, but they tend to consume a lot of juice. There are also a few limited-ammunition items like a machine gun, grenades, and a grenade launcher. You'll also find first-aid kits scattered about, but these do not replenish, so be careful you don't use 'em all up. You can only carry one of those at a time, too, so feel free to use one if you're almost dead and come across one in an area you'll never revisit. Enemies will also drop restoratives, although not quite as often as you'd like. There are a few boss battles, with the best option there being the grenade launcher, if you have it, then finishing things off with your SMG. Or throwing grenades, that works too. I wish that the game did a little better job building up suspense in spots, because it doesn't always feel like it maximizes parts of its story. I would have loved to have known a bit more about the protagonist outside of the intro sequence. I also wish the game would lead you just a little bit more. It can be quite cryptic about where to go next. One particular spot is quite egregious, and if I hadn't decided to check a Let's Play, I would likely have been stuck for a while... although I'd probably have uncovered some other secrets in the process. Anyway, for the whopping $5 I dropped on the game, I definitely got my money's worth. I probably should have bought it a while back, despite the "Mixed" reviews on Steam. This, like Inescapable, was a game that somehow was greater than the sum of its parts.
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.
First: this IS a metroidvania. It has some bad design decisions as that but it's clearly one. Second: many reviews went on and on about the fall damage in the first level. Just to be clear: we are talking about the first five minutes of the game and a few jumping sequences, none of them really hard. Don't be afraid of them. The game itself has a nice 90's vibe, and while mid-game you will feel that they run out of graphics assets (or rather the budget to create them) it's a nice little game for that few hours while it lasts. If you can get it cheap. go for it.
now i am a kid of the past in video games. played all the metroid games, all the castlevania games and many of the ones that copied them in that era. and have to say, whilst this is said to not be a metroidvania game [on its own page it says this], it has the inklings of other great games. as it also says, in the amiga days. and i see it it does it well on its own merit of being like a game of the past. and realistically, it would of looked the most stylish, because of short cut scenes etc. it would of made a mark back in the day. it technically is only 2 buttons. A - to jump, X - to shoot. but it does have a collection scheme where you can carry more than 1 weapon. so you actually use the 2 bumper buttons to cycle through. you also use DOWN on the dpad or analog to look down. which when i done it, sent me back to my youth when i had to do it. plus you also use UP as well to activate things. and really i like that basic system gameplay wise it feels just like the games of yesteryear. sparse health pick ups. first enemies are easy to kill, with others that prove harder later on, plenty of back tracking. plus as well there is no tutorial, no constant pop ups. all you have to do is remember what people have said, look around, watch for cracks. maybe it my own experience many years ago that have swayed me with this, because all of what i have said i like. it knows what it is and it does it well. i personally dont like the hand holding games have becoem with tutorials, so when i find something that lets me just do it, i like that. i can just get on computer wise it runs very well. the OST is awesome. xbox controller works completely fine, and really you should play with one. easily recommended rating: SOLID
Great atmosphere, cutscenes and overall graphics. But sadly ruined by poor leveldesign, repetitive music (5-10 sec looped tracks), awkward controlls (missed my jumps more than once), very high difficulty just from the start and stiff animations. It's not bad game at all, but it got more flaws then plus sides. If this would have been a game for the SNES back in the days it would have been lost compared to Flashback, Another World, Blackhawk/Blackthorne, Prince of Persia etc. But as of this time and age, it still holds up if you keep giving it a first, second and third chance to grow on you, it really doesn't have much of titles to compete against out there. But as for me, i keep comparing it to the mentioned titles above, making it mediocre at best. [b] 5/10 [/b]
A pretty cool mix of Flashback with heavy leanings towards Metroid best describe the feel of this game. The music score is quite simply phenomenal. Composed by Keiji Yamagishi himself, of "Ninja Gaiden" fame. The Royal Bath melody in particular I never grow tired of hearing. Enough can't be said about having really good background music to set the mood and accompany you while traversing around the depths of the planet. Most would agree that controls are very important in a game like this. Thankfully you'll come to find the controls are very solid, tight, and responsive. Far to many indie games drop the ball when it comes to controls, but Exile's End certainly got it oh so right. The plot itself is rather typical sci-fi fair with some interesting undertones. A lone survivor of a spaceship wreck, finds himself stranded on an alien planet. You'll find yourself surrounded by a hostile environment, trying to figure your escape, while unraveling this foreign worlds mysteries without giving away to much. Level design is very well done indeed. I really have to commend the developers when it comes to this particular area. So many little touches all come together to pull off a well crafted game. For example, generally when you're forced to back track (in order to use a key item you just discovered in a previous area) you're usually given a handy short cut nearby to use. Back tracking is kept to a minimum as much as possible. Unlike some of the lesser enjoyable games of this style; Exile's End doesn't make the mistake of purposely using backtracking as a tool to pad the game in order to make it seem longer. It also features a helpful mapping guide very much like Super Metroid's, which fills in new areas as you explore them. The puzzles you encounter are fairly easy to solve. If not a little vague at times. Which encourages some old fashion problem solving skills. The solutions always make sense. It is nice that the game doesn't give you to many hints, or constantly try to hold your hand at every step of the way. In this way it stays true to it's retro roots. Graphically it's very much up to par with some of the top SNES games of the golden era. The animated cut scenes look fantastic. Each of the area's has it's own unique look and theme which differentiates itself from the last in distinct ways. Keeping the game fresh each time you move into a new zone. Bosses, enemy monsters and other characters fit the unearthly forms that you would expect. Difficulty is only moderate in normal story mode. The game allows for saves and also autosaves at the start of every screen you enter. This make it's pretty forgiving. Trying to find all of the items and secrets can be the most difficult part. I never found myself stuck for very long or felt any part of the game was unfair and overly frustrating. People looking for more a real challenge have Survival Mode avaliable. Had this game been released on a 16 or 32-bit console of the day, I think the magazines of the time would have probably rated it atleast an overall 8.5 out of 10. It doesn't really do anything new, but what it does do well is bringing together elements from many classic games. Blending them into a different perspective with top quality gameplay. Very high quality indie game that deserves a chance. If you've been searching for a game that can stand up to some of the best that 90's classic console gaming had to offer look no further than Exile's End!
Visual design is great, but just about everything else is only average. There are things to explore, but not much, and it's not very rewarding. The game difficulty is pretty erratic, particularly when it comes to bosses. The weapons are varied, but not enough that you're likely to use most of them. The plot is interesting, but it isn't conveyed very well. The music and soundwork are forgettable. I finished this game more because I was bored and obsessive than because I really wanted to see the end.
A great game that I don't think is getting nearly enough attention! I'm including the first video of my Let's Play here for visuals, as I think the start of the game does a great job of setting the tone. https://www.youtube.com/watch?v=Nak8niRWUmo While the developer states 'NOT a Metroidvania', I have to humbly disagree. However, it is also very reminiscent of games like Flashback in its style, presentation, and puzzle-solving. Where it deviates greatly from Flashback are in the controls, which are tight and responsive. Exile's End follows the journey of old soldier Jameson upon his team crash-landing on a foreign planet, one actively preventing him from escaping. Story elements are told through communication with your ship's AI, through computer entries found in the environment, and through beautifully drawn cutscenes. All to the sounds of a great retro-sounding, yet atmospheric, soundtrack. You start off the game entirely defenseless, to the point where even falling more than a few feet will cause significant damage or certain doom. Much like Flashback, a simple rock becomes an important tool for the beginning of the game. As you progress your suit is upgraded to handle more and more dangerous environments along with an ultimately impressive array of weapons, tools, and items. Much like Metroid, as you acquire new suit upgrades, new areas will become open to you. While you can follow a somewhat linear path through the game, there's a ton of hidden items and secrets to be found if you take the time to explore. In fact, during my playthrough I only found 56% of the items (according to the endgame screen) and I thought I had been fairly thorough! Exile's End does a solid job of presenting the player with puzzles and challenges that require you to think a little more. The design feels, again, very similar to Flashback in that the solution to puzzles is not always immediately obvious but generally requires manipulation of the environment through whatever tools you have available. This could be as simple as throwing something to hit a switch, or triggering a sequence of events to open a door. While some of the solutions can be a bit obtuse, it's clever for the most part and one of the game's strong points. It should be noted that Exile's End isn't a particularly long game, especially if you're not hunting for all of the secrets and items. My final playtime on Steam for my first playthrough was 5.3 hours, with an in-game time clocked at 4:10. I died / loaded saves a number of times, so that's where the discrepancy comes in. All told, I like it quite a bit. It's not a perfect game, but it had me hooked. The majority of my playtime game within a single session; I always wanted to see what was beyond that next door, solve that next puzzle, see the next piece of the story.
This game is not great. It's graphics are wonderful, but it has a lot of questionable design choices that make it more of a hassle then a challenge.
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