Absolum emerges as a standout title within the beat 'em up genre, skillfully merging its core combat mechanics with roguelike progression in a visually striking fantasy setting. This game distinguishes itself through its engaging combat rhythm, compelling hand-drawn art, and the thoughtful integration of replayability-enhancing elements. It delivers a fresh experience that successfully updates the classic beat 'em up formula, providing both depth and sustained engagement.
Developed by a collaborative team including Guard Crush, Supamonks, and Dotemu, Absolum represents a significant effort to revitalize the beat 'em up genre. Unlike many of its urban-centric predecessors, Absolum transports players to the mystical land of Talamh, where magic is outlawed. Players assume the roles of one of four wizard warriors, relentlessly pursued by a tyrannical king positioned at the apex of a luminous tower. This foundational narrative, while straightforward, perfectly complements the game's retro-inspired cartoon visuals, reminiscent of classic animated fantasy works from the 70s and 80s, characterized by flat-colored characters against intricately shaded backdrops with vibrant neon accents.
The combat system, deceptively simple yet profoundly satisfying, is a cornerstone of Absolum's appeal. While players primarily utilize basic attack buttons, the game excels at making every blow feel impactful and strategic. The percussive sound design, coupled with dynamic visual effects and controller vibrations, amplifies the sensation of combat, transforming each engagement into a visceral experience. Furthermore, the game introduces mechanics like dodging and precise 'clashing' with enemy attacks, which, while challenging to master, add layers of tactical depth. These refined combat interactions, along with unlockable special moves obtained after boss encounters, ensure that the player's output always feels significantly greater than their input, fostering a sense of mastery and progression.
Absolum's difficulty is finely tunable, allowing players to adjust parameters such as incoming and outgoing damage, ensuring accessibility for various skill levels. The diverse cast of characters—Cider, Galandra, Brome, and Karl—each brings unique fighting styles and special arcane abilities to the fray. These magic skills, which recharge quickly, encourage frequent use and strategic deployment in battle, whether for long-range attacks, extending combos, or crowd control. This variety in characters and abilities adds considerable strategic depth and enhances replay value.
A notable feature borrowed from modern roguelikes like Hades is Absolum's branching level structure. Players frequently encounter choices that alter their path, from selecting between different islands in later chapters to deciding between a beach path or a goblin-infested forest early on. These choices, along with minor narrative events that unfold across multiple playthroughs, ensure that each run feels distinct. The dynamic alteration of enemy types and quantities within levels further minimizes repetition, transforming what could have been a brief six-hour experience into a twenty-hour journey filled with discovery and evolving challenges. Despite wanting more content, the game's intricate design and replayability are evident. However, the game's single-player experience can feel somewhat isolated compared to its two-player co-op mode, even with the option of temporary AI mercenaries. Additionally, some of the Hades-inspired ritual gems, which grant elemental passive abilities, could be more intuitive and impactful.
Ultimately, Absolum transcends the traditional beat 'em up by infusing it with greater depth and a compelling progression system, a genre often resistant to significant evolution since its arcade origins. While it may not offer the extensive variance of a pure roguelike, it introduces enough complexity and innovative design to propel the genre into a more engaging and interesting contemporary space, making it a truly remarkable and enjoyable experience.