
On the desolate moon of Lorian, a long-dormant Deadsuit awakens from slumber. Journey beneath the surface on an atmospheric 2D adventure of self-discovery, ancient mysteries, and cosmic terror. Explore winding caverns and acquire new abilities to unearth this alien world’s long-buried secrets.
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About
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Japanese, Korean, Russian, Simplified Chinese, Spanish - Latin America*languages with full audio support
Engagement
Hours played at review time, across 43 reviews with recorded playtime.
Reviews
Themes across 43 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
Ghost Song may not be the zenith of the genre, but it is well functional and astonishingly beautiful! Made by American Indie developers over 10 years, they poured their heart and souls into this one. The reason this game doesn't get the attention it deserves is because the Metroidvania genre is split into Two camps: 1) The majority purists who want to chew through these games like chewing peanuts with complete disregard for story, dialogue, lore and atmosphere. 2) The minority connoisseurs who do not mind playing through a Metroidvania but desire some essence. As you could surmise, the majority has a hold on it and drown anything that doesn't fit the bill... Ghost Song does the Metroidvania part well enough and didn't frustrate me like even some certified classics. Due to that, some may say the game is easier/simpler than some flagship metroidvania games. The death mechanic sadly was inspired by soulslikes and risks you losing resources, the distant save points didn't help the optics. Quite punishing... What the game excels at is the vibe, the atmosphere and art are impeccable! It reminded me of "Rain World (2017)" or Plastiboo's FAKE video game books "Vermis" and "Godhusk". The story of the game is very cryptic and given to us in bits and pieces. The game asks us to explore the world on our own and investigate/talk to everything without dangling a tangible material reward for doing so. If you immerse yourself and hunt down every tidbit, you'll learn that this is indeed a very interesting world. There are no markers or quest direction givers, you are expected to rummage around. Once I learned of this gimmick, I had a map of the entire world open on a 2nd screen, this helped a lot in saving time. (While I am not a Metroidvania purist, I still don't have the patience or time to spend excess time) I've checked out many top tier lists for the genre, and while Ghost Song was never at the very top, it also wasn't buried at the bottom. Usually everyone remembers this game fondly. It carves a special place even in the hearts of these damn elitists. It stays with me, same as The Swapper or Hotline Miami but not like ABZU or Control. Idk if you get me?
I’ve been debating with myself if I should give this game thumbs up or down. It’s not an offensively bad game in any means, I think it’s just largely undercooked and in many aspects boring. You are presented with two difficulty options: Original and Explorer. Original takes away chunks of your health after each death, which require spending the in-game currency (nanogel) to restore. It’s tedious for both those who just hate this kind of mechanis, but also for those who want to try and engage with it, since all you need to do is to go one screen over from your save point and farm nangel from bunch of scrub enemies. It doesn’t add anything interesting to the gameplay loop except additional grinding. In the end I went with the Explorer mode, which gets rid of that mechanic altogether and I’m glad I did, because the game still had plenty of tedium in it to annoy. The game is structured as a series of fetch quests. Your first goal is to reach the typical metroidvania hub, after which you’re sent to collect five items and bring them back. The first two items have to be collected in a strict order, the rest can be picked up whenever. The thing is, you can carry only one of those at a time, so anytime you pick up one of these quest items, you gotta backtrack directly to the hub (and you aren’t allowed to use fast travel points). I guess the idea was that the player will have to plot the safest route back once they are carrying a mission-critial item, which in practice means traversing a bunch of empty hallways. Speaking of those, there’s a lot of them. And your sprint sucks. Some of the big vertical shafts that become accessible once you get wall jump are literally a pair of parallel walls with no enemies, no jumping puzzles, nothing. You just mindlessly spam your all jump until you reach your destination. Now, here’s the thing. I know what the game is trying to go for. The attempt at creating an alienating, isolating, dead alien world is clearly visible and commendable, and shows itself through the admitedly great background art (which I totally vibe with, personally. It’s suitably weird and unsettling, without going into gory or disgusting territory. Some of the backgrounds I’d even call beautiful). But at some point the player will just zone out because there’s no gameplay stimulation. And I’m not talking from a perspective of some godlike Silksong/Nine Sols challenge freak, I like my metroidvanias on the chill side. But man, just make the rooms smaller. Throw a small platforming challenge here and there. Anything. Speaking of challenge, the game is pretty easy, and I feel in some instances not in a way it was supposed to be. Like I said, I played on the Explorer difficulty. Most enemies didn’t pose much threat, except maybe two or three types (the annoying punching guys for one). Once you get enough health and firepower upgrades, enemies become pushovers. Which is fine, it’s the standard Metroid formula, and admittedly feels great in this game too. What feels weird is how certain upgrades let you cheese some bosses in a way that doesn’t feel intended. Like, yo ucan sometimes just park outside the barriers that denote a boss arena, and start spamming homing projectiles. What? That doesn’t seem like an easy fight because I selected the easy difficulty, it feels like it’s easy because devs forgot to program something in. Let me go back to the visuals for a moment. I mentioned that the backgrounds look great in my opinion. Well, what about the rest? The game is based on the paper doll style of animation. Personally not a fan of this style, but I’ll admit, Ghost Song did a good job at making it feel less janky and inorganic than most games that use this technique. Enemy design ranges from suitably alien-ish, to literally just a blob. I guess artists sometimes just want slower days at work. I can relate. What weirdly stands out in a negative way are the foregrounds. You know, the shapes that are used to obscure the geometry of the level, make it feel a little less gamey and more like an actual existing space. They’re kinda bland, and in a couple of instances literally hide a platform yo ucan reach, but you’re just standing there, wondering if you need double jump. There also is almost no layers to the foreground. There’s the ground layer that you stand on, and then there’s just black silhouettes. It’s less jarring inside caverns, but it also happens in outside areas (for example, literally the start of the game). It’s really weird. In the end, would I recommend the game? Ehh, not really. You’re not missing much by skipping this one, unless you’re a huge metroidvania freak. Even then, I’d say get it on sale. It really feels like this game needed some more time in the oven, which is crazy once yo urealize it took 9 years to make (2013 – 2022).
It was fun exploring the map. The music is nice and mellow.
pretty short good story and gameplay was good unfortunately you can get locked out of achievements and dialogue
After finishing the game and getting both ending I can safely say I can't recommend this game, its final hours felt more like a chore than entertainment (I haven't even finished collecting everything when I usually do that in every metroidvania I play even if it's a bad one). First the good: - Cool story, albeit sometimes a bit difficult to follow. - Cool characters and main character, they have their own questlines (more of this on the bad) and they're all voiced (even if not every dialogue is voiced). - Good soundtrack, nothing too memorable but it fits the theme of the game. Now the bad: - Some of the gadgets you find have a % drop chance attached so you can have the worst luck ever and grind for an item for a whole hour without getting it (Metroidvanias aren't the genre for this ♥♥♥♥♥♥♥♥ bro) - Combat is clunky as hell, you unlock modules and ranged/melee weapons but never in the whole game it felt like the combat flowed. You mostly stick to high dmg melee and shoot, but I didn't enjoy it much tbh. - The map is boring and a pain to walk through, teleports are few, since you can't tp to every save point only to some places. but these are on the worst possible spots in the map except 2-3 (of the 8 there are). - Most bosses and enemy designs are so bad, including the final boss which felt much easier and less interesting that many mid-game bosses. Some of them also hit you when you weren't supposed to get hit or have absurd contact dmg. - Most questlines are really broken, I didn't manage to finish two of the secondary character questlines just because I didn't talk with them enough times before delivering another ship part. - When you die, you loose a % of your hp as well as dropping your money in the place you died. This wouldn't be so bad if you didn't have to go to the teleports in the map to get that %hp back (paying money of course). But you would also want to go get your money back, but this will almost never be near a teleport, so you will have to walk a ton just because of this. And if you die inside a boss arena, now you can't get your money back without entering the boss, so if you keep dying to it you will end up loosing more and more max hp, meaning having to go back to the reapair bot (the teleport), then do the whole zone again to go back to the boss. In definitive A BIG CHORE. - The main gimmick and questline in the game is just a big old fetch quest where you have to find some ship parts scattered around the map and then take them to the ship (while not being able to tp, making this more of a slog, and while exploding enemies now target you in almost every room). Even if I enjoyed some aspects of the game I think there are much better metroidvanias for this price sadly. So all in all, I cannot recommend Ghost Song.
Ghost Song is an interesting rendition of the metroidvania genre. Part of the game takes inspiration from Metroid, the other part from Dark Souls. It has some questionable design choices, but nothing that makes it annoying to play. The graphics are very nice. There is this eerie atmosphere that fits the game mood, although the enviroments are similar to each other. Gameplay is very fluid, your average twin-stick shooting mechanics. There is a great variation of weapons to choose (after you find them, that is), although I kept using only the regular blaster due one of the annoyances I had with the game. The story is confusing. Well, not the story that you play, but the overall universe. It tries to do what FromSoft games does, throwing you in the middle of a set universe and then feeding you snips of lore here and there. Your objective is to wander around, then help the crew of the crashed ship. Your past and creation is unknown (there is some lore that hints at who you were before, but that's it) The setting is a futuristic space age with orcs, androids, multicolored elves, a godworm spirit that rests inside the sun, a guy that splits himself into 3 concepts, ghosts, sentient AI ships and sentient bug people that can talk but never had any reason to. The game wanting to be a souls-like, brings your usual bits: souls to level, different stats, lose everything on death, recover souls from death spot, focus on dodging, stamina system, estus, bonfire, all that jazz. This is what brings a few problems I had this the game. First of, stamina system. There are 3 kinds of "stamina". Your regular gun overheats with time and loses effectiveness. Your alt attack uses energy and also overheats your gun. Your melee attacks drain stamina and get stronger if your gun is hot. You also use stamina to run and dodge. The leveling system has 3 different stats, but they don't feel like they do much. I leveled the gun stat to 30 and I barely noticed any damage increase. So I just dumped everything on the Resolve stat that increases health, energy and stamina instead. The costs are exponential, so you might get to level 35 on a regular run without farming experience. After that, it gets incredibly expensive and takes hours for one level. With every level, you also get mod capacity for passive skills. Its like the Hollow Knight brooch system. Some passives are very hidden and some drop from enemies in fixed parts of the map at a random chance. You have no idea they drop unless you read a guide. Talking about guides, the game has several sidequests that are completely missable. They are all basically "be here at this part of the game or miss it forever" I missed ONE conversation, that blocked me from getting two achievements because I didn't backtrack to one particular empty room I already had explored. Other than that, the game doesn't has much backtracking. The exploration is quite linear and upgrades always open one specific way forward. Sometimes they also let you pick an upgrade on a previous part, but nothing aside that. One problem I had are these green doors you find. I tried attacking them, they retreat and nothing happens. I tried several times and nothing happened again. So I just assumed I get a key or something to bypass them and unlock a shortcut. Well, no. I was supposed to just attack them harder. The game itself isn't hard. Most deaths I had were due one single problem: contact damage. Lots of enemies rush towards you and do contact damage. Even when they are standing still. Most of the time, I dodge and hit a different enemy. Or I dodge away and the enemy still hits me. The ending was a bit lame. The final boss was incredibly easy, then the ending cutscene is just a few words and still frames. Well, overall, good game. Flawed, but good.
Great game on all fronts, the music and art really builds a somber and eerie ambience, the story is intriguing, every conversation gives you tiny pieces of context, every character carves a place for themselves in your heart , exploration is satisfiying, with secret breakable walls and shortcuts unlocked with new skills If you like metroidvanias (closer to the metroid than vania part) ypu need to gve this one a go
メトロイドオマージュの要素が強いメトロイドヴァニア。 開発当初は話題になったが完成まで紆余曲折とあったためか、発売が遅くなり海千山千の一つに混じってしまった。 作りこそそこまで悪くないが、セーブポイント関係が少ないことや細かいところで不満がでやすい。 ストーリー上、部品を回収して届けることになるのだがいかんせん、戻るまでにファストトラベルが使用不可なためにかなり面倒でストレスになるのが難点。 おま環だとは思うが、どういうわけかFPSが安定せずスタッタリングがおきるので返品。
地图设计中规中矩,战斗和敌人设计出于及格线以下,抛开全游戏的换皮小怪不说,也仅有少数几个boss能让人留下些许印象。剧情有宏大的背景但是并没有讲好围绕主角的故事,很多疑点都没有很好的解释,令人困惑。不错的配音是为数不多的亮点,带来了部分剧情中较好的情感表达和沉浸感。总体来说,并不推荐,如果有的话会给一个中评。
Just helping Matt get to 1000 reviews. Game's cool.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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