Разработчик: Clover Bite
Описание
Необыкновенная материя саморазрушается, пока содрогается и сжимается мир — он крепко вас стискивает и выплевывает на неизведанный берег жизни.
Вы не знаете, что он скрывает, такой чужой в своей узнаваемости, и все же вам придется бороться за выживание в царящем вокруг ужасе. Исследуйте сюрреалистичную атмосферу, поглотите как можно больше врагов на пути и оберните их умения против них самих, чтобы превзойти все свои предыдущие формы.
В GRIME вы можете играть по-своему и улучшать умения, которые больше всего вам подходят. Вы обнаружите, что к врагам можно подобрать разный подход, пройдете по сонму разнообразных ландшафтов, повстречаете их обитателей и отыщете причину их безумия.
• Умопомрачительный сюрреализм - Раскройте непостижимые тайны плачущих пещер и покрытых лицами пустынь. Повстречайтесь с потусторонними персонажами самобытных цивилизаций в органичном, взаимосвязанном мире — и все это в неземном 3D. Сражайтесь с врагами, порожденными самим этим миром, и впитывайте их целиком.
• Бескомпромиссные бои - Наказывайте врагов, парируя их атаки, сокрушайте их на земле и в воздухе и поглощайте, чтобы обрести еще большую силу в войне против живого мира.
• Живое оружие - На ходу меняйте оружие из живых существ — от когтистых мечей до плетей-многоножек. Его форма будет мутировать во время боя.
• Уникальное развитие навыков - Выслеживайте и поглощайте сильных монстров, чтобы улучшить свои навыки и по-настоящему адаптировать персонажа под свой стиль игры.
• Грозные боссы - Сражайтесь с существами, которые в разы крупнее вас. Приспосабливайтесь к их стратегии, сдерживайте натиск и поглощайте, чтобы обрести меняющие игру способности — они будут влиять и на бой, и на перемещение.
• Бесконечно эволюционирующее дополнение - Возвращайтесь в глубины GRIME благодаря трем DLC, изменяющим мир вокруг вас. Новые способности, боссы, враги и открытия ждут вас в этом искореженном, растущем и пустынном мире смерти.
Поддерживаемые языки: english, french, italian, german, spanish - spain, japanese, simplified chinese, korean, portuguese - brazil, russian, hebrew
Системные требования
Windows
- ОС: Windows 10
- Процессор: 3rd Gen i5/1nd Gen Ryzen
- Оперативная память: 4 GB ОЗУ
- Видеокарта: GeForce 7 Series/Radeon R7 Series
- Место на диске: 5 GB
- Дополнительно: SSD Recommended
- ОС: Windows 10
- Процессор: 7th Gen i5/3rd Gen Ryzen (or better)
- Оперативная память: 8 GB ОЗУ
- Видеокарта: GeForce 10 Series/Radeon RX400 Series (or better)
- Место на диске: 5 MB
- Дополнительно: SSD Recommended
Mac
- Процессор: M1 or newer
- Оперативная память: 4 GB ОЗУ
Отзывы пользователей
It is a good game. Wish the ending was longer though.
Wanted to like it.
Way too janky for the amount of precision it demands.
Art is gorgeous though, unfortunately it did little to compensate how frustrating just everything else about this game plays out.
If you like metroidvania and souls like this game is a mix of both. combat is satisfying, controls are pretty good. Parry system is really satisfying.
I couldn't finish the DLC but without spoiling it's just a SHIT ton of difficult platforming.
Also whoever made pale sky, who hurt you?? Couldn't focus on story due to platforming for my life.
Music and art is also amazing. Over all I was a big fan of combat but not too much for platforming. This game has both so keep that in mind before buying.
And yes get it on sale.
Wait this game is actually good, to the point that i finished it and want to play more of it
Despite its many flaws, something just keeps me coming back to this game.
The game just oozes with personality. There are so many creative ideas and unique designs, it's obviously made people people who cared about the game and poured so much into it, but I hope the sequel improves in some areas.
The game's biggest problem is traversal. I think this is the worst metroidvania map I've played. The map is huge, but the movement is so needlessly limited, and so many areas bait you sooo far in before letting you know that they're gated. To add salt to the wound, so much "proper" progression is hidden behind hidden platforming puzzles that you might miss and spend an hour going from one inaccessible area to another.
Another thing I dislike about it is how clunky it feels. The sound design seems almost "mushy", the attacks and their feedback feel lacklustre, even the movement lacks some 'sharpness'. It's clear they were going for a slow/methodical DS1 feel, but I don't think it works here, especially not with the bad readability of the 2.5D artsytle. Hitboxes and ledges just don't seem well-defined, and the character's moves at turtle-speed, dashes and sprinting (which gets cancelled by any pebble) consume so much stamina (this is made worse by how large the map is, idt they should consume any stamine out of combat).
There are also balance issues. My favorite aspect about the game is the bosses, though I didn't care for most of the soundtracks (or sound design really), each boss felt unique, and the difficulty curve is near-perfect imo; every boss was enough of a struggle to feel rewarded, but not so much that it feels impossible. Still some attacks seem completely undodgeable depending on RNG and how hard their movement is to read, sometimes you get hit without visually connecting to the attack, sometimes you're stuck in parry animation, leaving you open for the next immediate attack.
I found the game to be most fun when everything works together. During endgame platforming segments or boss encounters, when you know what the game is asking of you and you just need to get it right, without having to worry about being stuck in an area or getting hit by a cheap shot.
The lore and world-building is great; it's a reverse cosmic horror in a way, but the dialogue is weak. Every line of dialogue was a bit too on the nose (it's ironic, but I think the storytelling of dark souls is what they should've took inspiration from).
Overall, I'd say it's super rewarding despite how frustrating it can be. It's by no means a masterpiece like some of its metroidvania competitors, but its rewarding moments are well-worth the slog.
Good 2D soulsvania, has unique and interesting bosses
https://www.reddit.com/r/Lovecraft/comments/1ha98uo/grime_the_breathless_devastation/
"Grime is a beautiful, surrealistic Metroidvania set in a dying world that refuses to die. It fights back with all its suffering against a Cosmic Horror that is just acting out its role to end a fate worse than living."
The idea is good and visualisation is great, but the main issue is lacking of information about that to do, so you just running around and trying to figure out what to do next
Honestly a pretty decent game. The early game almost pushed me away, I even uninstalled it tbh, but after toughing it out through the first 2 areas I can say it was worth it. The exploration is pretty good after you get a few power ups, the bosses are the right amount of challenging and fun - although I hate the fact that 90% of them have second phases / health bars. The story is incomprehensible for my small brain, but I did enjoy the visuals. I don't love it to the point where I'll platinum the game, but I can definitely recommend it at sale price.
Hidden gem
A difficult, parry-focused metroidvania with a great soundtrack.
I also found the parry more intuitive than other parry-focused games of this genre. Also, I found the platforming sections (such as Abandoned Opus and Pale Sky ) to be hard but fair, where other games of this genre make it either too hard (Path of Pain) or too easy. I feel that this game managed to strike a good balance.
I also really appreciate the way the devs reworked all enemies for NG+, which improved replayability to take advantage of the abilities being carried over while maintaining difficulty.
This game is good, there are some issues keeping it from the tippity top but overall I would give it a strong 8/10. Especially if you are a fan of the Metroidvania and Soulslike genres. I especially loved some of the intricate bosses and NG+ in this game actually gets you increased progression and challenges, changing monsters, adding boss moves, and other things.
I look forward to seeing what the studio does next.
I like my dog very much
A well done metroidvania. I've played a lot of 2d mv games that try to do the souls-ish combat. GRIME is the best implementation I've seen so far. It looks good and it feels good to play. it has an interesting setting that I enjoyed learning about.
That said, the timing on dodging & parrying feels a bit off sometimes. The game isn't very forgiving. it's not overly difficult but you will die often as you learn people's patterns and save points can be quite far away
Really fun and challenging soulslike MV. I can strongly recommend it to anyone who enjoys brutally hard platforming challenges and combat with an especial focus on dodging and blocking.
Very fun game with great boss music
A good metroidvania/souls-like with a really unique story and world and platforming sections inspired by Hollow Knight. Can't believe someone finally made a souls-like were you don't lose all your EXP by dying.
But some things made me stop playing after the final boss (there is a lot of endgame content) and almost made me give it a negative rating:
- Double jump, a basic movement upgrade in all metroidvanias, is given to you only before the final boss.
- Very unbalanced weapons in terms of damage per stamina, making hard to try anything slower than "fast".
- Very hard to manage stamina in this game because everything uses so much of it. I played a lot of souls-like and never I had to "stop to catch my breath" as often as I did in this game.
- The game is kinda short, which makes building the caracter difficult without grinding (because most points will be wasted in stamina), although weapon scaling does not seems to affect damage that much, but I admit it may require more testing to confirm that.
My advice is to focus on the initial dual-daggers and put all points in HP and stamina, as well in skills that recover stamina by parrying/pulling enemies.
Excellent metroidvania with super approachable souls-like rpg mechanics. If you played mortal shell and were scarred by the parry mechanic, this will heal you.
Editing just to add that the lack of a proper fast travel system is archaic and tedious. If you're ok with providing one for endgame achievement hunting there's no reason to punish the player with the clunky nervepass system until then. I want to explore the world freely without worrying about how long it will take for me to backtrack. Just have the nervepass locations unlock travel for a region instead.
It's not often that I review things nowadays, because I've started to feel that every game has something to enjoy in it.
When I first started playing, I didn't really like it. It felt poorly executed and polished. The UI looks like it was straight out of the 2000s. The graphics, models, and animations felt generic, as if they were a bunch of assets put together. I thought of refunding the game.
I kept playing, and I'm glad I did, because it started to grow on me. The environments are really interesting, and I started to look forward to boss fights. I haven't ever played a game of this genre before, so it took a bit to get used to. I defeated every boss and saw the ending. It was beautiful.
I even went for 100%, getting every armor set, weapon, boss, hunt point, and new game plus.
(Yeah, I played it twice.)
The game is sometimes ugly (Unformed Desert, Feaster's Lair, every game menu...) and sometimes amazing (Childbed, Peak of Creation). All of it had charm.
It's a wonderful game, with an intriguing story and environments that are breathtaking at times.
I had a good time :)
GRIME is a soulslike with an aborb/parry mechanic, good combat, really excellent platforming, a compelling atmosphere with comparable music and really poor story telling. I recommend this game for it's enjoyable gameplay and great level and character design. I l recommend this game to those who like a challenge and find it's artstyle and world building appealing.
For some reason the true final boss of every soulslike game is trying to rip the narrative out of the hands of the developers. You can skip the next paragraph to avoid light spoilers
Here's a brief overview story of GRIME. A celestial being breaths life into another dying celestial being. This causes smaller, some what immortal stone like life forms to form on it's corpse that suffer from existential pain. The protagonist is born, a small black hole with the desire to consume mass and grow. This protagonist, known as the spiral heart, is really the only thing that's capable of ending the suffering of the stone creatures. Some celebrate him, other's reject him, and the game has two brief endings based on what you want to do.
There's more nuance and other story elements here you can explore if you play the game, but trying to understand the game solely through the ingame conversation and item text is really annoying and difficult, and you can go through the whole game not knowing what is going on (as many people do).
It was only after completing the game and looking up the narrative on the wiki was I able to make sense of any of it. I think that's poor design. I was really trying to engage with the story, but I'm complaining about something that's endemic to the genre.
The story aside, the gameplay is why we're here. I completed this game in roughly 15 hours. This game has a parry/absorb mechanic to deflect damage from incoming hits that I feel like is pretty lenient and consistent. I'm not the best when it comes to timing to block hits but there were far more instances where I thought "neat I blocked that and I shouldn't have" than the other way around.
GRIME is hard but not unfair, with bosses having learnable boss patterns and the player character having many options for empowering themselves through hunt points (aquired through defeating what are essentially mini bosses) or absorbed mass. You never really feel all that powerful, but you can make fights a bit easier for yourself.
There's a huge variety of weapons to play around with and many different ways to play that could keep this game fresh and interesting. DLC added NG+ to try out new play styles or to break past your limits to further stengthen your weapons and character so while I only played this for about 20 hours I could see someone getting dozens of hours out of this game.
There's a ton to collect and explore in this game. Many secrets, optional bosses, and entire areas that make this game feel like it's absolutely full of content. After I beat the final boss, i went back and discovered two entire areas I missed that were tons of fun to play through. Exploration is a joy in this game that's well rewarded.
I played this game entirely on my steam deck and found the game to run smoothly with almost no bugs and only one or two crashes.
There were times I found this game frustrating or annoying but overall I think this game is something worth experiencing. If I had to rate this game I'd probably give it an 8/10. I'm surprised I didn't see more people talking about this, it's on par with hollow knight in terms of quality and enjoyability.
Игра прикольная, выполнена в 2.5D графике, главный герой и противники выглядят хорошо.Но вот локации скучноваты и однообразны. Есть режим NG+, где у боссов меняются мувсеты. По мне так идея интересная, но реализация далека от совершенства -- боссам дали АОЕ атаки, от которых непонятно как уходить, и тем самым выкрутили сложность со средней на почти непроходимую. Но в обычном режиме сражения хороши, поэтому рекомендую.
A very fantastic game with a great story i'm probably gonna do all the achievements.
Great Metroidvania with good combat and a fun selection of weapons. I'm not the biggest fan of the environment, taking place in mostly caves but I can look past that. Boss fights are excellent as well.
It's like Bionicle but from Teridax's perspective
Haven't beaten the game yet, I find myself wanting to take my time with it as its been such a challenging yet enjoyable game.
I just like the game \o/ takes some time to get into it and find your way around, but the feeling when you overcome a difficult boss is just worth it!
If you're looking for a really great metroidvania on par with the likes of Hollow Knight, this is definitely for you.
I'm going to be honest, it took me roughly 4 hours and 6 bosses to figure out whether I actually liked this game, but then it hit me like a wall. This game is great. I'm not the biggest metroidvania guy, as exploring is not really my favorite thing to do, but this game really hits the nail on the head with the combination of exploration and really fantastic boss fights. The DLC boss is one of my favorites, maybe of all time.
I definitely recommend this game to anyone who enjoys these types of games. Grime is top tier.
As a metroidvania fan for 20 years, I have the following comments.
1, Story is ......none.
2, Gameplay is fluid and control is responsive.
3, Sound and music are doing the right job.
4, Maps are big and playtime is long.
5, Though maps are big, portals are not enough to give an interesting playtime.
6, Weapons are many but most of them are useless.
7, Boss fights are hard but doable.
In summary, an above average metroidvania that gives you long but boring experience.
GRIME is a Metroidvania that easily secures a spot in my top 10 of the genre—maybe even top 5.
The game masterfully blends souls-like mechanics with captivating lore, a phenomenal soundtrack, and a vast variety of character builds and weapons. The gameplay is incredibly smooth, offering a consistently enjoyable experience. Sure, there are a few minor quirks that I found slightly annoying, but they’re so negligible compared to the overall atmosphere and enjoyment that I won't even bother mentioning them.
I've wishlisted the sequel without a second thought. Clover Bite, keep up the great work!
This game ROCKS! Grime is a GRITTY experience that will GRIND your patience to DUST. At times, bosses can be as TOUGH as MOUNTAINS and you'll want to lose your MARBLES. Then you'll realize you were simply a PEBBLE. CRACKING under the PRESSURE is ok, because you'll come out a DIAMOND. Once you get a ROUGH understanding of the mechanics and attack patterns you'll be SHOVELING enemies into the DIRT. Give this GEM some love and get to MINING those achievements! Seriously, leave no STONES untouched.
This is so far my favorite metroidvania and one of my favorite 2d games . But before gushing about it , here are some complaints .
-The map is legit terrible . Granted you have an ability that helps you indicate secret walls , but the lack of indication would make a completionist ( that i am not ) cry . It's not all bad since you do leave a trail even after death , so it isn't often i willget lost .
-Vulture in ng+ sucks , it is my only bad boss experience of the game .
-In the middle of ng+ , you get so much stat that most of the middle to endgame boss become pretty trivial . Which brings to the point of the upgrade system being pretty primitive . Like once you upgrade your stats for a specific weapon , there is no reason to not boost your force and hp . So kinda wish there was an incenstive to not do so .
Now the negatives out of the way , man this game rocks . Aside from that one ng+ boss , the other bosses and mini bosses have been a blast , and i have never seen a game that is that consistent about this side of game design . I also love the platforming of this game . Very little of it is based on cycle which thank you , because prince of persia lost crown could learn a thing or two about it . So most of the time you are doing the platforming instead of waiting the platforms to play for you .
So yeah game rocks , highly highly recommend if you love 2d parry focus games like nine sols or lost crown . I promise you'll have a blast .
good game
This game has a lot of consistency issues, especially with hitboxes and parry windows. The parry mechanic plays a huge role in combat, but the parry window varies wildly between enemies. Some windows are large, others are tiny, and they can happen at different points in the enemy’s attack animation—sometimes at the start, sometimes right before you’re hit, and in rare cases, even a few frames after the attack connects.
Enemies also have inconsistencies with the hitbox and shockwave effects of their attacks. Sometimes, you’ll be standing inside the dust from a shockwave and not take any damage, while other times you’ll be outside it and still get hit. I think this explains why some attacks don’t visually touch your character but still land.
In this game, your strength comes from your skill. The character is very fragile, healing is limited, and there’s little room for error. So when a core mechanic like parrying is poorly implemented, it really drags down the gameplay experience.
Another big issue is the beacon system. I struggle with navigating 2D games, but even so, I end up mentally mapping the whole area before I even find a beacon. By the time I reach it, I’ve already explored everything
looking for a grinder game...... here you go!!!!!
yes
What I love about this game:
- interesting lore
- great soundtrack
- satisfying parry mechanic that doesn't require millisecond precision
- fun bosses that are not too easy and also overly difficult
- nice atmosphere
Play the demo before you buy it.
Metroidvania + Dark Souls = Grime
it's so good. amazingly underrated <3
Souls-like done right.
This game understand what is good about souls games and metroidvanias. Great weapon and build variety which gives the players options to make the gameplay their own. Great abilities, exploration, platforming challenges, and intense boss fights. Just a fantastic game!
If Hollow Knight was a bit more like dark souls
It’s definitely a good metroidvania, but this one just isn’t for me. I really wanted to like it. If you enjoy the trailer though, you’ll probably enjoy it. Still recommending it though because it’s a well built game
Review in progress:
Metroidvania with an absorb/deflect mechanic. You don't get weapons until a bit later, and then the weapons are secondary to your ability to absorb/deflect.
Game's a lot of fun, and you can tell the devs put a lot of effort into the level design.
I do recommend this game, but barely.
Really cool worldbuilding, had me theorizing the whole time, which is sorely missed from games now and days. The aesthetic is pretty interesting in most cases, a little basic in some other areas.
I really enjoyed the platforming parts, usually in 2D games i suck at these parts but the Mantling I think really helped. (I just wish the mantling wasn't bugging out half the time)
I haven't played Nine sols or w.e yet, but this game felt like 2D Sekiro to me with the Repeling & Absorbing & Pulling, and when it all worked and on some bosses it felt great, You had these moments a lot more then you did in Sekiro (or at least in my playthrough... ugh trauma)
Also one really big point of positive feedback this game does right and a lot of other games fail at. It does a great job forcing/teaching players to learn the skills of the game. Be it platforming or enemies that lead up to bosses to help reinforce usage of said skills, to semi prepare you for the boss. This is imo one of the fundamentals of gamedesign especially in RPGs/ Action Games, but always dismissed or ignored, it was really nice seeing this.
- (Tangent of a game that doesn't do this. I didn't master the Parry in Sekiro till 10 hours into the game. That is way too late, and a part of it is, a lot of early games just make you lightly need to use it, you aren't required to use it) While in this game, if an enemy has a shield, you have to parry to remove it, or to heal... etc
But.
This game is buried under a lot of issues, that really stick out and make the game frustrating in a bad way and pretty often.
- The game is buggy. Just from almost an hour into the game to 19hrs I just kept having bugs. These bugs got me killed a lot.
- Almost every shortcut in the game are either pointless or sometimes more obnoxious then the main routes. I felt this from the first 2 or 3 hours to late game.
- My god the Parry. The timing window is awkward and weird and inconsistent (You will see this word often, and it's one of the biggest issues of the game) Sometimes you have to actually wait till you are hit before you can parry. Sometimes you have to parry wayyyyy before you are hit. I put 3 or 4 points in the trait that upgrades this and only then did it START to stop feeling awkward and janky (still was tho)
- Inconsistent Enemy Patterns & attacks or Similar attacks (Example: Giant with Eyes boss, I found this boss the most in the game probably over 40 times(Mainly because I tried beating him too early) 40 times. On the roughly 38th time he used a lean forward punch that he never used. Like wtf. Over half of my attempts got him to the second phase, so they were pretty long) A lot of enemies have attacks that look the same but have different results, making it hard to learn patterns and react
- Inconsistent Hitboxes (Example: Theres an enemy that that jumps and does a flip. You can just stand under him and not move and he will prob jump over you. On a couple occasions his toes hit me resulting in my death. There are dozens of enemies that won't have hitboxes that hurt you sometimes then suddenly do)
- Reaction Times are incredibly small, it felt like someone played Sekiro and was like what if i making the timing windows and reaction chances smaller.
- Camera gets stuck in certain preferred positions sometimes. Lead to my death a couple of times.
- You can get a Breatheart in a normal playthrough (Non-NG+) and you can't use it because it's meant for NG + :upsidedown-smiley:
- Inconsistent Art Direction/Design Led me to a lot of deaths, where you would see a glimpse of red or yellow and be like is that blockable or pullable? Oh well reaction times are too small, so that thought.. you are now dead.
- I love Souls-like games, but this game forces you to die multiple times to learn enemy patterns/movesets. Some legit feel like they were meant to kill you until you experienced it 3 to 5 times.
- Inputs, something about input queueing feels off or just non-existent (Dodging in wrong direction, you can't dodge and pull... etc)
- Worldbuilding is really good but they don't delve deep enough into it in each area imo.
- Edit: One last kinda vague but big one: There were a lot of weird design decisions/tuning, i've highlighted some already but here's a couple examples other in other reviews have called out. Beacons: Are pointless because by the time you find one in most cases they are at the end of levels that probably took you 10-15 + attempts to get to, so you have already mentally mapped it out. and theres only 20% left to explore. Nervepasses: were in weird unuseful spots and barely used, then you get the surrogate upgrade at the 95% part of the game, making them just pointless, so teleporting in general is a missed opportunity. Shortcuts & Zone Connectors: There are a couple of extra zones that aren't really cool or have story, or really serve much purpose, besides hunting points. I discovered there were connections to other zones, but finding this at the 80% part and when they connect to the first zone and you never pass through the first zone, this is pointless? Items & Rewards: A lot of rewards/items are overused and don't warrant the hassle it took to get it. In a lot of cases.
Overall about halfway through i felt like i had a grasp of the game and was really enjoying the worldbuilding and platforming, if either one of these had just been a little bit weaker, i would have quit the game at the 4 or 5 hr mark and gave it a thumbs down. Because throughout my playthrough i was just being attacked by bugs. Bugs killed me probably around 40% of the time. Which is incredibly high in a game like this.
I do look forward to the second one, to see more of this story, and hopefully the bugs have been fixed :)
Worldbuilding and aesthetics are the ONLY two things this game did right.
Combat is stale at best, weapons are extremely similar and boring, the parry system is nice but it is not worth using for anything other than healing, it does not stun the enemy and only deals some damage if you put a lot of resources into a specific trinket/perk. A lot of enemies are specifically designed to be ANNOYING, not challenging, but strictly ANNOYING.
Map design is HORRIBLE. All locations are basically corridors with 15 branching paths that lead to dead ends and useless loot. Maps are not "Intertwined" or connected, like in HK or Dark Souls, most of the shortcuts you unlock are literally useless and do not serve any purpose. The placement of beacons that allow you to view the map is absolutely DERANGED. I had to wander through the first four locations without any sense of direction because you literally have to walk through an entire location to find a beacon that becomes essentially useless since you already walked the same path 10 times and memorized everything on your own. Fast travel is locked to specific locations that you have to unlock. Why can't we just teleport between previously unlocked checkpoints?
Probably because the developers wanted this game to be as tedious and annoying as possible. And believe me, they succeeded in it. The name of this game perfectly encapsulates all its features - this game is gross, dirty and filthy.
还行
I loved this game. The melancholy world and lore is beautiful and provocative to me. I played it multiple times on Google Stadia at launch, and had several great interactions with the devs. I bought it to replay since it had some DLC, though I played to 100% on stadia (rip)
This is the first game to make death feel cool in a good way
A very underrated game, genuinely, I've only really seen one person play it through. and there's a sequel in the making no less. it's also one of the most disturbing and uncomfortable games i've ever played atmosphere wise.
Truly the the adventure of John GRIME is an experience I think all metroidvania enjoyers should experience at some point
The only Metroidvania that holds a candle to Hollow Knight, if you enjoyed HK and were left wanting more then Grime has you covered. Gorgeous art and audio, intriguing fragmented narrative, tight combat, tight platforming, satisfying movement tech, with lots of boss fights and platforming sections which demand a mastery of the systems the game gives you.
This is a hard game, one for people who want to persevere and overcome adversity. It doesn't hand you anything freely, but it's never unfair to a fault, it asks you to get good and it rewards it when you do.
Дополнительная информация
Разработчик | Clover Bite |
Платформы | Windows, Mac |
Ограничение возраста | Нет |
Дата релиза | 22.12.2024 |
Metacritic | 81 |
Отзывы пользователей | 90% положительных (1915) |