
Play as Captain Grisham, and uncover the secrets of Planet 4-514 in this thrilling prequel to Side Scape!
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Languages: English
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Reviews
After the creative but very rough looking and feeling [b]Side Scape[/b], this game from the same developer - released just 6 months later but it had obviously been in production earlier - feels very different: even too much adherence to the [b]Metroid[/b] template at times (not to mention the premise of the Infinity St--erm, Xanthiom Crystals), but much more polished. It has some good ideas of its own though, starting from the story as the developer once again goes with some fourth-wall breaking albeit in a much more serious manner here. Among other things, the classic mechanics of saving and warping are treated as something effectively happening in-universe, connected to a mysterious force and a technology built around it, as captain Grisham explores a planet where the flow of time has lost meaning. Ideally, any run by any player is a possible timeline. The main weapon is extremely customizable. There are a total of 26 modules for it to find, split in four categories, with 4 (one for each category) active at any time, plus three modes to prioritize power, range or fire rate. Additionally, there are 15 Tech Nodes to unlock modules installed on the suit, up to six on the most advanced one. There are hundreds and hundreds of possible builds; some can make the weapon overpowered but that's exactly the fun of it. There are even a few puzzles based on hitting switches by using the right combinations of modules. The five maps are really dense with content; besides the modules, there's plenty of other upgrades, they feel much bigger than they are. This also means that you never spend too much time without finding something new. There is a robust map system, which includes the ability to leave useful markers. While the first screen (the only outdoor location in the game) doesn't leave a great impression, it gets much better inside as [b]Xanthiom Zero[/b] goes for very lo-fi, hyper-pixelated graphics with tiny sprites, yet those bunches of pixels are finely animated. Each area has a distinctive look. Most map sections take only a part of the screen, with the contour resizing at every transition, an effect I love. The music is not bad but has little variety; while the melancholic tone fits, it could use some foreboding pieces too. Oddly, the ability to see destructible walls highlighted is one of the earliest to be found, and feels like an implicit admission that there are, in fact, quite a few places where you couldn't tell those walls from regular ones. The ability to stick to walls and ceilings could have been a bit better, if anything because at some points you need to stick to some specific tiles that allow to use the Zip Dash again without landing first, and with such minuscule character it can get more difficult than it needs to be. On the other hand, when using the late ability to launch vertically at high speed and distance, after colliding with a ceiling the character falls a little forward rather than just vertically, allowing for a good landing; it's a small detail but one of those that make a difference. Overall, there isn't much to criticize about this game except I wish it lasted longer, as an average run is in the 4~6 hours range. It's however quite replayable and also built for speedrunning. A little gem of the Metroidvania genre, even more at the ridiculous price it asks. A sequel has been in the works for quite some time and, besides looking promising, it's slated to also include a remake of [b]Xanthiom Zero[/b]!
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Hours played at review time, across 40 reviews with recorded playtime.
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This was my second try playing the game, and the first one where it all clicked for me. This is pretty much your typical Metroid-like that covers all the cliches. Gimmicky source of conflict, your character crashes with his ship on an alien, unexplored world. The gameplay in typical metroidvania fashion is all about finding upgrades to reach those places you couldn't before. Has the typical upgrades you expect (better moving underwater, double jump, wall grabbing) with some slight variations to make them feel a bit more unique than they really are. The biggest drawback of the game is the visuals. Similar to Environmental Station Alpha, the graphics are so low resolution that it becomes are strain looking at the screen too long, and often it becomes difficult to parse between your character sprite, enemy sprites, and scenery. Not impossible, but far more challenging than most games in the genre or even just platformers. This doesn't have one large connected world but 4 large (and one smaller) levels to explore, connected by tubes, just like the original Metroid. Some interesting variety to the biomes and the enemies you encounter, as well as the bosses. There are three difficulties: Easy, Hard mode, and then an extra mode where you can switch on various modifiers (either played in Hard or Easy mode) that represent the real hard mode when all modifiers are switched on (only 8 HP, low lighting, one hit slowly kills you, upgrades are random). The random upgrades are what basically killed my forward momentum on finishing that last mode, as I reached the end boss, got all upgrades, but due to the randomness of that mode didn't get the one upgrade I needed to finish off the boss. If there's one thing where the game really shines, it’s the upgrade system. Well, there are two systems, various upgrades you can switch on at save stations, and then there's the weapon system. Basically, you have 5 modifiers for your gun that impact range, firing speed, and attack power. There are further modifiers like shooting through walls, homing shots, and so on. Experimenting with the weapon modifiers is rather satisfying, as you can produce widely different shooting patterns, and finding one that fits your playstyle or just the boss at hand is rather cool. It's such an ingenious way to add a lot of real depth to what is, at its core, a rather simple game, and it makes how you approach various situations much more fun, as there are so many ways to attack with the different gun patterns. It also helps that the overall level design is pretty solid, with lots of secrets to discover, and I went through the game three times (Easy, Hard, Easy with all modifiers) due to how enjoyable it was.
Liked: - Satisfying controls - Surprising amount of build customization - Secrets are hidden but not cryptic - Good length - doesn't overstay its welcome - Lots of difficulty customization Disliked: - Fair amount of backtracking - Somewhat uneven difficulty curve - Bosses are rather underwhelming
Solid shorter metroid-like. It had all of the QOL features I like to see in an MV. The only major problem was that the grappling mechanic felt super clunky and it felt as if the controls were not responsive. Up-grapple and sideways grapple constantly got mixed up somehow, even though the game forces you to play on d-pad. This really should not be happening, and it made the end game a slog. Felt icky when I got to the end credits and he thanked "Jesus Christ for saving him from his sins". Ok......Jesus clearly didn't save you from a poorly designed grapple mechanic though. Where is your savior now? hahaha I couldn't help it.
If your a fan of classic Metroid games there's basically no reason not to play Xanthiom Zero. It wears it's inspiration on it's sleeve. Design wise it's like if you took the look of Nestriod the gameplay of Metriod Fusion and the amount of points of no returns that you see in Metriod Dread and squished them together. I really like the games missile system, instead of having a set amount there's a short cooldown between every shot. this fixes the problem of running out of missiles that a lot of the metriod games have. Also the amount of goodies to find makes the process of exploring all the more enjoyable. Difficulty wise is played on hard mode and found it wildly inconsistent. the only times i had any trouble were on the first boss, because i didn't have a health upgrade yet. and the last boss which kicked my teeth ion for well over a hour. I love hard games and the final boss was 100% my favorite fight even though it was a massive difficulty spike compared to the rest of the game. The art style is quite good with the music being solid. no ear worms but the tracks fit the game really well. Overall an 8/10 it didn't not my socks off, and the story is nothing to complain about but also nothing special. $5 is well worth spending on this game. I do think I'm going to try out Side Scape (the dev's other project) now. Overall 5 dollars well spent. God Bless
los 64 pesos mexicanos mejor gastados de mi vida. Ojalá la secuela no tarde tanto como el silksong.
I did not enjoy my time with Xanthiom Zero as much as I thought I would. I spent a dollar and under 3 hours on it, but it was not fulfilling to play. The map is decent, but not very fun to traverse. The upgrades aren't very exciting or imaginative. The backtracking gets old and boring very fast. The story is underwhelming. The music ranges from tolerable to grating and annoying. I read a lot of praise for the gun modifiers, which can give a lot of different properties to it like different firing rates, patterns, damage outputs, and other changes, but I don't think this was implemented to its fullest potential. There were a few instances where certain modifiers had to be combined to solve a puzzle, but apart from that I didn't feel too much incentive to experiment, and most of the modifiers were kind of boring ande not very creative. All in all, I strongly recommend playing (or even replaying) other metroidvanias that are more creative than this one, such as Moonlight Pulse, VVVVVV, The Messenger, Ori and the Will of the Wisps, Hollow Knight, Silksong, Blasphemous, Timesplitters, Steamworld Dig 2, Axiom Verge, A Robot Named Fight, Vision: Soft Reset, or some of the Metroid and Castlevania games. I would honestly have a lot more fun replaying any of these over Xanthiom Zero.
Xanthiom Zero is an impressive indie Metroidvania developed and published by MathanGames that successfully blends retro design philosophy with modern gameplay refinement. Drawing inspiration from classic exploration-driven action games, it places players on a mysterious alien world where survival, discovery, and adaptation become the keys to progress. Rather than relying solely on nostalgia, the game introduces a variety of mechanics that help it establish its own identity while still appealing to fans of the genre's most beloved classics. The adventure begins after a crash landing leaves the protagonist stranded in an unfamiliar environment. With limited equipment and little knowledge of the world, players are encouraged to explore every corner of the map in search of upgrades, hidden routes, and clues about the planet itself. The story unfolds gradually through exploration rather than lengthy dialogue sequences, allowing the environment and gameplay to drive the narrative. This approach creates a strong sense of mystery and motivates players to continue pushing deeper into the unknown. World design is undoubtedly one of the game's greatest achievements. The interconnected map is carefully constructed to reward curiosity and observation. New abilities frequently unlock shortcuts, reveal hidden areas, and provide access to locations that were previously unreachable. Revisiting older regions never feels like a chore because each newly acquired upgrade has the potential to transform familiar spaces into opportunities for further discovery. This constant cycle of exploration and reward captures the essence of what makes the Metroidvania genre so satisfying. Combat is fast, responsive, and surprisingly customizable. Instead of simply collecting stronger weapons as the game progresses, players can modify and combine different weapon components to create unique loadouts. These modifications influence how weapons behave, altering factors such as projectile patterns, range, damage output, and utility. The system encourages experimentation and allows players to tailor their arsenal according to personal preferences. Whether focusing on precision attacks, rapid-fire offense, or specialized utility, there is considerable freedom in how combat can be approached. The customization system contributes significantly to the game's replayability. Discovering new weapon parts is consistently exciting because each addition has the potential to change combat strategies. Rather than feeling like simple numerical upgrades, many improvements offer meaningful gameplay differences that encourage players to test new combinations. This level of flexibility helps keep the action engaging throughout the entire adventure. Enemy encounters are well-designed and become increasingly demanding as players progress. Common enemies require attention and proper positioning, while boss battles provide some of the game's most memorable moments. These larger encounters often test both mechanical skill and understanding of the upgrade systems. Learning attack patterns, exploiting weaknesses, and utilizing carefully chosen weapon configurations creates a rewarding challenge that rarely feels unfair. Movement and traversal also deserve praise. As the adventure unfolds, players unlock abilities that expand mobility and make exploration more dynamic. New movement options not only improve navigation but also contribute to combat effectiveness and environmental puzzle-solving. Returning to previously inaccessible areas with enhanced abilities provides a strong sense of growth and accomplishment, reinforcing the feeling that the character is constantly evolving alongside the player. Visually, Xanthiom Zero embraces a pixel-art style that feels both nostalgic and modern. The environments are detailed and varied, featuring alien landscapes, underground structures, hazardous ecosystems, and mysterious technological ruins. Despite the retro-inspired presentation, the world possesses a surprising amount of atmosphere. Careful use of animation, lighting, and environmental detail helps each region feel distinct while maintaining a cohesive visual identity. The soundtrack complements the game's exploration-focused structure exceptionally well. Atmospheric tracks accompany moments of discovery, while more energetic compositions enhance combat encounters and boss fights. Combined with effective sound effects, the audio design helps immerse players in the world and reinforces the sense of adventure that drives the experience. One of the game's strongest qualities is the amount of content hidden throughout its world. Secret upgrades, optional pathways, concealed chambers, and collectible enhancements reward players who take the time to investigate every area thoroughly. Completionists will find plenty of reasons to scour the map, while more casual players can still enjoy a satisfying journey without uncovering every secret. This balance between accessibility and depth allows the game to appeal to a broad audience. The experience is not entirely flawless. Like many games in the genre, there are moments when progression can become slightly unclear, especially when searching for the next critical upgrade or hidden route. Some players may occasionally spend time backtracking in search of the correct path forward. Additionally, the extensive customization options, while impressive, may initially feel overwhelming for those unfamiliar with complex upgrade systems. Fortunately, these issues become less significant as players gain experience and familiarity with the game's mechanics. What ultimately makes Xanthiom Zero stand out is its confidence in its design. It does not merely imitate genre classics but instead builds upon their foundations with thoughtful progression systems, meaningful customization, and rewarding exploration. Every new area, upgrade, and secret feels purposeful, creating a consistently engaging adventure from beginning to end. For fans of exploration-heavy action games, Xanthiom Zero delivers an experience that combines satisfying combat, deep customization, atmospheric world-building, and excellent level design. Its carefully crafted progression systems and emphasis on discovery ensure that every hour spent exploring feels worthwhile. It serves as both a respectful tribute to classic Metroidvania design and a strong modern entry in the genre. Rating: 8/10
I like it. The pixel art is well made and I found the entire game aesthetic to be appealing except for the world background. They felt under detailed. One more thing I liked was the way the room shape were fitted on the screen. It was mesmerizing until the end. Overall if this game caught your attention, but you were on the fence regarding its quality, then I assure you this one is competent and you won't regret your time with it.
難易度ハードでクリア済。 FC時代の『メトロイド』を強く意識した探索型アクションです。 戦闘は4方向射撃の銃と、ゲージ自動回復式の無限ミサイルが中心。 特に良かったのは銃のカスタマイズ要素。威力・射程・連射性能の調整に加え、特殊効果や弾の挙動変更など、ボリュームの割にかなり充実しています。 キャラクター側にもアビリティ取得要素が用意されています。 ボス戦は自キャラの表示が小さいこともあり、特に弾幕系ではエフェクトに埋もれて見失いがちでした。 ゲームスピードも速めで、ハードでは被ダメージも重く、序盤は特に厳しめです。 一方で、探索をしっかり行えば強力な装備構成が可能になり、終盤は高火力で押し切ることもできます。 探索面は1エリア1マップ形式。マーカー機能が使いやすく、後半には隠し壁や未取得アイテムの位置も把握できるようになるため、100%達成の難易度は高くありません。 気になったのはファストトラベル周り。同じ場所を何度も行き来する場面があり、終盤になるほど既存エリアを巡る機会も増えます。 新エリアを次々と開拓していくタイプを期待している人には少し合わないかもしれません。 とはいえ、1コイン級の価格を考えれば内容はかなり充実しています。メトロイド系の作品が好きな人なら十分おすすめできる一本でした。
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