Ultros Review - A Beautifully Colored Metroidvania with a Surprise "Loop"

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  • Опубликовано: 10 июл 2024
  • If you take one glance at Ultros you might be drawn in to the aesthetic such as myself. The story is set on the Sarcophagus, where you seemingly crash your ship and have to unravel the story around you, while gardening the land and fighting monsters simultaneously. Although this is a Metroidvania, there is a surprise “Loop” system. But to better see if this could be a game for you, tune in to My Thoughts.
    00:00 - Intro
    0:51 - Atmosphere
    2:35 - Gameplay
    4:20 - Bosses
    4:59 - Loop System/Verdict
    Ultros was:
    Developed by: Hadoque
    Produced by: Kepler Interactive
    What to Know:
    Spoiler Warning: Footage and music from various parts of the game
    Played on Steam with a Controller
    Released on Steam, Mac, and Playstation
    Find Ultros Here:
    store.steampowered.com/app/23...
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Комментарии • 15

  • @NindieGames
    @NindieGames  4 месяца назад

    Feel free to ask any questions about Ultros below👇

  • @MegaBrody7
    @MegaBrody7 4 месяца назад +1

    I found this game quite confusing. I spent 75% of it not knowing who I was or what I was doing. I thought I missed important dialogue somewhere. It's a miracle I figured out the plants mechanic 😂

  • @vincentwork1941
    @vincentwork1941 4 месяца назад +1

    Thanks for the review! Made some good and interesting points. It is a pretty looking game!

  • @calebrawley9420
    @calebrawley9420 4 месяца назад +1

    I had to double check who made the game because it looks so much like dead cells. That's not at all a critique because I love that game. I love the art style of that game. I'm really excited to get more into this one.

    • @duffman18
      @duffman18 4 месяца назад

      The word "critique" doesn't mean "criticism". It's not that at all. A "critique" is simply an analysis or review of something, and it can be positive OR negative. Just because it shares some of the letters with the word "criticism", doesn't mean that it is a synonym of that word. They mean completely different things.
      Comparing the graphics to Dead Cells _IS_ a critique, but not a criticism, because those are two different things.

  • @zombieowen
    @zombieowen 4 месяца назад +1

    This is gorgeous! AAA would never make something this pretty.

  • @keithbishop4941
    @keithbishop4941 4 месяца назад +1

    how long was your playthrough and did you try to 100%?

    • @NindieGames
      @NindieGames  4 месяца назад +1

      I have almost 7 hours logged but honestly feel like I played more than that. I'm not a completionist at all, so no, I did not try to get 100%. If you're a completionist then you will definitely have a lot more playtime than I did.

    • @duffman18
      @duffman18 4 месяца назад

      The only metroidvania I've ever 100%'d, without using a guide, was Metroid Dread. That game is just built for that kind of completionism. The secrets can be difficult to work out how to get, but there's never anything hidden completely in such a way that you have to either have lottery-winning levels of luck to stumble upon it, or use a guide. Like, the original Legend of Zelda was complete bullshit that nobody in history has ever managed to find every secret of without using a guide. You have to bomb and set fire to literally every square inch of the game and you have to spend hundreds of hours farming for bombs to do so. No human in the history of that game has ever been able to 100% it without a guide.
      But Metroid Dread was the opposite. It didn't just hand you the secrets, you still had to earn them, but it was actually designed in a fair way. Better than any other metroidvania I've ever played. It's the only metroidvania that is the equal of Super Metroid, those 2 stand at the top and everything else is below them.
      But yeah I don't know what to think about this new game, Ultros. I wanna get it, because it looks gorgeous. But from what I've heard, it's way more like the first Legend of Zelda game than it is like Metroid Dread. And the original Legend of Zelda is the quintessential example of bad game design, that every subsequent Zelda game learned from and didn't repeat the same mistakes. So I'd have to put hundreds of hours into Ultros I expect, if I wanted to get anywhere in it. And I've already got too many games to play right now that I need to dedicate time to, like Tekken 8, so I can't add another. So it'll stay on my wishlist for now, and I'll see what the general consensus is from the entire gaming community, a few months from now.
      It's not the first metroidvania in the last few years that seems really inspired by Hollow Knight. Some of them are terrible, some are great. I hope this is the latter.
      I just really loathe having to use a guide to just play a game. No game should require a guide, they should be intuitive enough for people to work out everything naturally.

  • @duffman18
    @duffman18 4 месяца назад

    The art style looks basically just like Hollow Knight, except with colour. I hated Hollow Knight, so I'll probably hate this too.

  • @MarquisDeSang
    @MarquisDeSang 4 месяца назад +4

    Rogue = lazy and boring game design best left in the past.

    • @Prozeon
      @Prozeon 4 месяца назад +2

      That's a pretty bold take there. It may seem lazy to you, but to do it right definitely takes more skill than you might think. There's been a huge influx of roguelikes and roguelites over the more recent years, but it comes from the need of increasing replayability in games as nothing is worse than spending your hard earned money on a one-time game, or even worse a game that makes you pay to keep playing.

    • @chrizzlybear5565
      @chrizzlybear5565 4 месяца назад +1

      While I don't value "replayability", I don't think that roguelikes are necessarily lazy. Similar to other game design conventions, which have their roots in hardware limitations of ages past, it's a matter of what you make of it, a tool to be used with skill. For example, I appreciate the way Hades weaves its roguelike mechanics into the narrative, makes dying as exciting as starting a new run, and gives different "exit points" for players who want to reach a conclusion and move on.

    • @MarquisDeSang
      @MarquisDeSang 4 месяца назад

      @@chrizzlybear5565I am enjoying Dungeon of Eternities VR with my friends, so yeah that design has merits, just not for a campaign with a story.