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Chasm emphasizes the "vania" in Metroidvania, giving you experience points for every enemy you kill. There are dozens of weapons to collect and pieces of equipment to wear, so you can tailor your character to your playstyle. Like slow but powerful weapons? Grab an ax! Prefer quicker ones with less range? Go for a handy knife instead. In addition to melee weapons, there are also ranged items that use your magic meter. Hurl shuriken at faraway enemies or throw a Molotov cocktail to set the ground aflame. None of these are as satisfying to use as a sword, but they can be mighty handy when things become overwhelming and you need a little help to progress. There are also food and potions to stock up on if you're feeling acutely vexed by a particular enemy.All of these extra items, though, lead to an unbalanced difficulty as you get deeper into the adventure. Although I never set out to grind, I did backtrack frequently and killed every enemy I encountered as I retread the underground world. By the end of the game, I was so powerful and the enemies were so easy, I never felt threatened. I defeated the last two bosses on my first attempts, which would have seemed impossible after I struggled for hours to kill those early bosses. The last boss was so easy it was almost comical. I just stood underneath it, never bothering to avoid its many attacks, as I hacked and slashed at its glowing weak point. I had more than half my health left when it died and felt the dull ache that only an anticlimactic final fight can produce as I watched the credits roll.I did start again from the beginning, this time on Hard difficulty, but couldn't find that sweet spot I had been hoping for. Hard is, as you'd expect, hard. Not needlessly so, or even unfairly so, but harder than I could have endured as a novice. It's a real shame that the difficulty balance is so out of whack. I enjoyed playing every second of this game, even when I was killing enemies without breaking a sweat, mostly because the combat mechanics are so satisfying. But I missed that creeping danger from the early goings when I could die at any moment.
The randomly generated levels also sound more impressive in theory than they are in practice. Yes, the layouts of the stages were different the second and third times I started over, but not so different that it felt like an entirely new adventure--the rooms were mostly the same, just located in slightly different positions. This isn't to say the random element is bad--my first time through was so fun that any extra incentive to start over again is appreciated--it's just not as noticeable a change as I was hoping.I'm a sucker for beautiful pixel art, and Chasm is bursting with rich backgrounds and well-realized enemies. It's the little details that make all the difference. The rats eagerly wag their tails as their sprint toward you, making them seem almost cute as you thud them hard on the back with a hammer. The human-sized Meatman is every bit as gross as his name implies, and it almost felt like a mercy kill when I struck it through its muscled heart with my sword. Every new creature brought with it its own delights, so I was happy that there are almost 90 different enemies to meet and kill.Even when its flaws are obvious, Chasm is a well-crafted adventure, and during the more than 12 hours I spent playing through my first time, I got lost only once. That's a huge bonus in a genre where getting lost is often the most frustrating aspect. Even after I finished, I was eager to venture forth on a new adventure, to test my combat mettle against harder foes and find the one secret that eluded me the first time through. It's a shame the randomization of the world isn't that big of a deal and the challenge could be better balanced, but the superb combat and visual design ensure your time with Chasm will be well spent.Editor's Note: The review score has been updated to reflect the PlayStation 4 and Switch versions of Chasm. -- October 11, 2018, 7:50 AM PT Source: https://www.gamespot.com/reviews/chasm- ... 0-6416949/
