
A horror game inspired by Super Metroid and The House on the Borderland. Explore, survive and escape from a mysterious tower, inhabited by ghouls and monsters.
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Languages: English**languages with full audio support
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Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Concept of this game is captivates me very much: mystical tower, strange friends, іntertwining of fantasy and classic survival horror, retro graphics - i can go on. But in reallity, game strugles from a lot of problems. I haven`t see any tutorials about healing (so the first time I used aid kit was already after first boss) and dodge timings (this one i figured out on 4th or 5th boss). Navigation through the map and tower is pretty uncomfortable: most enemies can be skipped, "compass" is useless and when you need to find next boss - you just walk around until you randomly reach them. Although, I marked this review as positive, and I stand there even despite all the negative moments. I enjoyed the game, i wanted to play it and i was having fun most of the time. Difficulty balance is good - bosses is hard enough so you made an effort to defeat them, but not too hard so you was frustrated. Music is very simple most of the time (until you reach save zone and it`s become both creepy and fun), but it works. Looking forward to play other projects from this author (and also hope not to see any more art from terrorist states)
This is the kind of game that falls in the same category in my eyes as something like Bullet Witch; it's janky, has long stretches where you walk through long spaces without actually doing anything (and I mean LONG), clearly made by someone punching way above their weight class. And at the same time, I still kinda respect what they were aiming for. When the game's slow, it slogs significantly, and most of the time the hitboxes are a complete joke. But it makes up for its limitations, or at least tries to, with a unique graphical style and some occasional impressive setpieces. And if there's one thing I like about this more than Bullet Witch, it's that there's no messy physics engine to wrestle with. No sudden falling instant-kill cars in here, no sir. It's all fresh enough in my head that I still remember a lot of the jank I experienced, both good and bad. Like the boss who throws out smoke grenades that disable your ability to lock on to him, making him harder to hit since the lock-on doesn't fix the camera on them, it just determines where your attacks are aimed. The way that same boss has a shotgun attack whose hitbox misses you if you're in melee range. The way every single enemy all the way up to the final boss uses the same one grunting sound effect before they attack. The boss that spawned in front of his arena before I entered it, prompting me to fight and kill him before entering the arena. The half mile I walked to pick up a traversal upgrade, and the half mile back I walked just to use it. It's jank, it's vivid, and even if I don't remember this game by December, I want to remember it fondly.
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Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
"The Tower on the Borderland" wears its influences on its sleeves (and references them in the credits) but it's its own thing. A haunting, morose game with spectacular atmosphere. A search action game focused on exploration, "...Borderland" is incredibly stylish and haunting. It's one of those experiences I wish I had gone through as a child, because its imagery, tone, and atmosphere would have followed through those very impressionable years (just like the Metroids and Zeldas did for me). World building is interesting and after all was said and done I would definitely want to see more of this universe. The biggest issue with the game is that it's really clunky. The exploration is satisfying on a basic, intrinsic level but the combat has no weight or fun to it. It's just there. Yet in spite of that I still pushed through the game because of how interesting and engaging the world is. I also love the use of a certain piece by Maurice Ravel. I hope the developer hones their craft and smooths out some (not all) of the clunkyness in future games. Clunk and friction is good, it generates interesting gameplay wrinkles from a dev level but also from those playing the end product. "The Tower on the Borderland" is a no brainer for anyone interested in atmospheric pieces, Search action games, and haunting universes.
"The Tower on the Borderland" is an intriguing survival-horror action-adventure by a single dev, where you play a rookie military-techie that gets trapped in a nightmarish in-between realm by an eldritch ritual. You scour the desolate building, searching for answers, spare ammo and first-aid-kits (you get full refills of both of them during save-spots, which is nice but not quite on par with typical survival-horror) and battling the occult-spec-ops that went feral. The atmopshere and presentation is quite unique and the biggest selling point in my opinion: It has a very distinct feel to it. The retro-look is also spot-on. Combat can be a bit wonky, but it gets the job done (and is better than some old genre-classics this game tries to emulate). Also I found some bugs: Bosses can get idle for no reason giving some nice free shots, also I clipped trough a floor and stuck on a transitionary staircase, forcing a restart. Luckily the game saves often. All in all not a perfect but a nice and unique title that took me around 5 hours to complete it. Give it a try if you like the genre and don't mind a little rough but eerily charming indie-entry!
The art style and atmosphere of the game are pretty nice. The exploration is a mild letdown. There's only about two and half distinct environments, and only one movement item in the whole game. There was not much of a point for the radio feature either, the map highlighted all the points of interest automatically without me ever having to use the radio. The map is useful, but hard to move around. It feels like the camera gets stuck or doesn't want to rotate the way you want it to while using the map. The combat is honestly pretty decent, if not explained very well. I might have missed the explanations though. There is a perfect dodge feature that helps you keep the melee attacks up instead of just shooting. Though the camera combined with how janky the lock on is makes it a little harder than I would think was intended to use melee. The "standing still for better ranged damage" is fun to try and find the right timings for. But that falls a bit flat in some of the boss fights. (looking at you sniper boss batman thing.) Story is interesting enough. I'm interested in finding out more about what the bad guy was up to, and the backstory of your now evil squadmates. The flashback bits with the man with the halberd are spaced out enough to give you a nice change of pace and some lore at the same time if you're into that. I only had one major bug. There is a central staircase that gets unlocked pretty close to the end of the game. I was ending up under the map whenever I tried to use them. I tried returning to my save point to see if that would fix the issue, but I was still ending up under the map whenever I used the stairs in the central staircase. I was able to fix it by restarting the game itself. I would've been able to finish the game without fixing the bug due to where my save point was, but I wouldn't have been able to gather all the collectibles if I was unable to fix the bug. Overall solid game with some expected indie jank. Combat is interesting enough and the art style carries the rest of it. Looking forward to more.
amazing absolute joy to experience. really like the other titles from this dev and this one doesn't let me down. i like the environmental design and interconnected spaces. felt like playing some older retro games at times while still playing smoothly like a modern title. also the references/tie-ins/continuations to their other titles are really great and well written
Технически игра сделана довольно плохо, и это постоянно чувствуется во всех анимациях и если вы не переносите кривости в играх, то эта игра точно мимо. Но задизайнена она хорошо. Приятная мистическая атмосфера, хороший левел дизайн, неплохая прогрессия, хотя как будто бы можно было сделать ещё какую-то абилку на передвижение где-то во второй половине игры, ну и как-то пораньше открыть центральный связующий коридор, хотя большого смысла в бектрекинге все равно нет. Боевка по началу кажется какой-то ультра плохой, в том числе из-за анимаций и плохого хит детекшена у ударов ножом, но постепенно в ней раскрывается своя логика в некоем кайте противников, потому что нужно ждать пока пистолет прицелится, чтобы нанести нормальный урон, или идеальные доджи позволяют этот заряд ускорить. Особенно хорошо то, что драться надо совсем немного, кое-где противников нужно побить, чтобы открыть лифт, кое-где, чтобы забрать апгрейд, но подавляющее большинство врагов можно смело игнорить. Боссы не блещут разнообразием атак, но у всех по две фазы и здоровья как раз, чтобы это всё не успело толком надоесть. Ну и плюс они задизайнены так, что если ты понимаешь основную фишку босса и как его правильно кайтить, то победить всегда легко. И у них крутые дизайны. У игры вообще довольно клевый и уникальный сеттинг. Важно и то, что игра закончилась за четыре часа, было бы подольше - надоело бы, а так в самый раз.
Very stylish, atmospheric and explicit about its influences, as usual with DascuMaru. I'm glad they are now finding their own visual identity instead of being so reliant on the killer7 visuals. This time we venture into an otherworldly tower that combines gothic, urban, brutalist and cyclopean architectures. While the gameplay and storytelling of their previous games did not really do it for me, I'm glad to say that I definitely enjoyed this one. I'll be looking forward to RUIN: Beast City.
I got this game after playing the demo and almost immediately I sat down and played 4 uninterrupted straight hours of it. I did not expect to love the experience as much as I did. At first it seemed like the scenery was repetitive but it just kept the same theme. All the rooms and areas looked very similar but as you progressed they still had enough to keep them cool and entertaining - whether it be random enemy encounters for the first time or bossfights or a little bit of new props or enemies or a different layout. The different enemy designs were all pretty awesome and there's enough enemies that you don't feel like it's the same thing on loop every time! the combat seemed iffy at first but when I learned it and grasped the mechanics of it, it really REALLY grew on me. Suddenly everything didn't seem as bad and the dodge was super cool to see too. When I learned that you could crit after a successful dodge I was ecstatic!!! that's so cool !!! I really enjoyed the combat even with That One Bossfight (not naming any names but I had to redo it 5 million times) and I genuinely had such a good time learning how to knife every enemy up close :-) the music was awesome & the characters were the main thing that drew me in. So little dialogue but their dynamics and alt. forms were all so freaking neat! The way each of them spoke to Erin was so cool to see and I loved their different fighting styles. All of the designs were awesome too ! It might not have been my traditional type of retro survival horror, but it scratched the itch! Genuinely awesome game. I cannot believe more people don't know about it! I really really liked this ! <3 :-D
This is such an odd little thing. It's tags mark it as a Survival Horror, Metroidvania, and a Souls-like. It is, categorically, none of those things. In order to be survival horror, it must principally deliver on the foremost aspect: Survival. This game doesn't have any of that, really. Sure, you have limited ammo, but it restocks per every checkpoint you get to so it never feels like something you have to conserve. Likewise for healing, for grenades, for literally everything. There was no real "should I fight, or should I run" to speak of since there was never any motivation (intentionally) not to. So, what about it being a Metroidvania? Well, it's true that you do backtrack, and there is all of one "ability" so to speak which allows you to access new areas in the form of the climbing gear - equipment, I should add, adds nothing to the core gameplay and thus functions little more than a generic "key" would - but this is where the similarities between the game and the marketed genre end. You do, also, get all of one additional gun after the first acquired handgun (correct me if this is incorrect and I missed something), but this doesn't really do anything new for you in terms of how you interact with the world or opening up new areas. It is a Metroidvania in the loosest sense of the word. To be a Metroidvania, you need to do more than just have a sprawling map, to abilities are a core aspect of this: just one doesn't cut it, especially one that fails to deliver any real gameplay element beyond opening the proverbial door. Finally, there is the infamous Souls-like tag which infects every game from 2016 onwards, like a bunion. In this respect, the game has a dodge mechanic and it is incredibly atmospheric. Although this atmosphere, I would argue, shares very little with the likes of that which is generated by the Souls games in particular. I find it's atmosphere to be more reminiscent of something like Silent Hill, more than anything - a compliment in itself that I hope is taken severely: it is the atmosphere of this game that I foremost want to highlight after I get done here. All of this is to say that it is none of the genres it suggests it is. And yet, I do understand why they're suggested. At it's core, this game is a horror-action and very little else. It does have a focus on exploration, but that exploration is rewarded with very little in the way of new content - you'll be getting the same stuff over and over again: to squash bug here, you squash a bug there, you pick up some rifle ammo and a new health kit to add to your total stock that'll get restocked at every save-point (which, by the way, I might add you can return to at any moment from the start menu, divorcing itself even further from the survival aspect since there's a safe-haven travelling with you wherever you go); there is very little to be gained from the exploration beyond the most basic, principled of traditional "power-ups" in video games. This isn't Elden Ring's Exploration™, this is closer to Super Mario 64's exploration©. Which isn't, by any means, a bad thing, it's more-so just something to be said about expectation more than anything. The action element of this game is, unfortunately, kinda clunky. I really like the idea here of being able to essentially "perfect dodge" that then allows you to perform a stronger, focused attack of whichever weapon you choose that can, otherwise, only be performed by standing perfectly still, but the feedback on these attacks feels lacking, especially on the knife attack, there's really no feedback on it at all that just makes it feel kinda bland and unresponsive to use. Going back to what I said about survival, too, there really isn't much reason to not engage with them EXCEPT for the fact that it just isn't really fun to engage with them. Because of the constant restock of ammunition, most of the time there is very, very little reason to feel the urge to conserve it and so most encounters end up with you just using the two guns on most things, and even then, only when you have to because the elevator is inaccessible with "enemies nearby" like a minecraft bed as there is no reason otherwise to do so. It isn't especially fun, they don't drop anything - the only time where it becomes relevant are when the game forces you to do so, and the fact that it DOES force you to do so feels like they knew this. But, you know what? Despite all of that, I still think this game kind of bangs, y'know? The atmosphere that this game manages to create is really, really nice. It never really felt especially scary to me, there were a few moments where I was creeped out, but, more than anything, this game inspires a certain sense of mindless awe. The tower itself feels the most impressive, to me. That likeness I mentioned earlier to Silent Hill is by no mistake, from the very first moment you'll understand why: the fogwork here is stunning. The use of it to shroud the enemies in this dense mist with nothing but their silhouettes peering through as you get closer and realise how little there is of this creature BUT it's silhouette is something that I find truly incredible. The contrast between grey and the sudden pops of pinks are also incredibly nice, and I wish it leant into this contrast a little more, using colour as a means to present this idea of an "other" throughout. The music - that which isn't ambient - is also a nice touch. The save points remind me a lot of 'The Evil Within's use of Claire de Lune: the use hear of Saint-Saen's 'Danse Macabre' here has a nice poetic irony to it in how much of a comfort it became to listen to, hearing its melody in the distance with that pop of pink fire peering out of the nebulous vase through the dense, unapologetic fog. But the highlight for me is the end of the game. As the credits role we get 'Pavane Pour Une Enfante Défunte' and it is here that I find that everything ties itself together perfectly. The game wears its inspirations on its sleeve, listing them explicitly in the credits and within the text itself from Fleming's Piranesian role, to the very title of the game but, in all of that, I find that the most striking thing is how this impossible labyrinth, this dense fog, these creatures boring their way through the density of its opaqueness, almost becomes a comfort. By the end of it all, I elt subsumed by the fog, just one more silhouette meandering through. Erin, her last words, "Someday, I will get out of here" but do I even want to, anymore? The game has something here, it has the heart, it has to vibe - its worn, sleeveless, in the statues that arise in every ♥♥♥♥♥♥♥ hallway, looming down upon you. So, while this review might come across as critical, I want it known that it isn't. Everything here is still true, but they're also so ironable: these are no wrinkles that can't be smoothed out later on (granted, this specific game seems to be getting no updates anymore, but that's fine), what's important to me, most of all, is that this world is a world. It belongs to someone and now, I fear, it belongs to me. Or, I belong to it.
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