Ultros Preview: Game Of The Show

There were a lot of eye-catching indies to be had at Day of the Devs: The Game Awards Edition. Despite the range of amazing titles, Ultros blew me away like no other. If you take note of one game from the event, this should be it. It’s rich in almost every way: visuals, combat, concept. Everything melds together to make a game that I simply can’t wait to finish. So, it’s a good thing it is out February 13!

Anyone that ran their eyes over my Top 5 of the Day of the Devs virtual showcase may recognise Ultros’ technicolor glory. And it really was the wild art style that first drew me in. But, even after the showcase, I still had no tangible idea of what to expect from the title.

And, in the best way possible, I still feel bewildered by some things. The narrative is far-flung and mind-stimulating, beguiling me into accepting a cavalcade of bizarre — but believable — world-building. The levels drip with jaw-dropping alienness. From the hallucinogenic backgrounds to the consciousness-based skill tree, the experience is wrapped in a dazzling package.

That doesn’t mean it’s difficult to comprehend, which is the key to Ultros’ power. Under the mesmerizing exterior, is a core built on beloved games like Metroid. Solid platforming, stylish combat, stat-affecting consumables, path-unlocking abilities, safe save points, and more sink unconsciously into my mind. The gameplay feels almost effortless. If I could keep myself from stopping to stare at every environment, my experience would be smooth sailing.

I’m also dazzled by some of the synergistic systems. Like a Devil May Cry title, Ultros rewards me for chaining together diverse combo moves. In this instance, however, my reward isn’t a grade, but a higher-quality piece of my enemy to chew on. I mean that literally. Squishy tentacles and dubious innards are my prize for defeating a foe with style. I can consume these parts for both a health boost but also to increase my multicolored experience columns stylized as nutrients.

When I have banked enough experience in each column, I can head to the skill tree. Abilities like a backstab — which is, of course, the one I go for first — require a set amount of your colorful stored energy. Some may require a huge amount of pink with a sprinkle of blue, while others might demand equal parts from your green and orange columns. This leaves me searching the skill tree for the moves I want. If I’m aiming for a special jump, I’d better look out for enemies rich in blue-granting consumables and not spend my azure-tinted stockpile on other powers.

Another thing to love: I can’t get Ultros‘ roguelike cycle — a cosmic death and birth — out of my head. It’s implications and open-endedness leave me spiraling with speculation. Don’t miss out on this out-of-this-world Metroidvania.

One response to “Ultros Preview: Game Of The Show”

  1. […] once again safely releasing in larger numbers. Not only does the highly-anticipated and extra funky Ultros debut but DON’T NOD is back with another adventure, we get an Early Access taste of a hellish […]

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