In this world of huge divides between retro-influenced pixel graphics and AAA visual fidelity, it can take a lot for a game’s aesthetics to really stand out. Ultros absolutely does, however, with a palette that offers up more colour than a Dulux swatch book and an art style that would fit perfectly with a 1970s prog rock album.
It’s difficult to overstate the distinctive beauty of Ultros’ visuals. Alongside the barrage of colour the world and its residents are all beautifully designed and occupy a space reminiscent of vintage science fiction cover art with mechanically infused creatures and a juxtaposition of organic and mechanical environments. The atmosphere is ably developed through a soundtrack of ambient music that makes your experience feel suitably mysterious – although several had hooks that felt quite familiar (one in particular reminded me of the classic X-Men cartoon theme).
The narrative for Ultros is appropriately obscure and surreal, perfectly matching the visual aesthetic. You wake up as a mysterious figure in a strange place with no recollection of how you got there or what you should do. At first you don’t even have a weapon and must follow the initially linear path to find a sword that will take you through most of the game. Whilst combat is a part of Ultros, unlike many Metroidvanias, you won’t be upgrading or replacing your weapon. Much later on you get a slightly more powerful sword, but that is the only meaningful change in your arsenal. After passing a few rudimentary tutorial-esque screens that teach you how to jump, climb and slide you begin to explore the world of Ultros. I did find the main character a little clunky to control at first, a feeling probably exacerbated from having recently completed the new Prince of Persia game which goes for a far more dynamic feel.
Once you get stuck into the main body of the game you’ll find that alongside the platforming and combat there is a substantial focus on gardening here. This isn’t horticulture in
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