Разработчик: Bit Kid, Inc.
Описание
Honor-bound to solve the mystery and restore peace to the Kingdom, you embark upon an epic adventure, with deadly battles against cunning monsters, exploration of ancient catacombs and castles, and powerful new equipment hidden at every turn. Though the overall story is the same for all players, your hero's journey will be unique: each of the rooms has been hand-designed, and behind the scenes Chasm stitches these rooms together into a one-of-a-kind world map that will be your own.
Key Features
- Explore six massive procedurally-assembled areas from hand-crafted rooms
- Enjoy challenging retro gameplay and authentic pixel art (384x216 native res.)
- Battle massive bosses and discover new abilities to reach previously inaccessible areas
- Customize your character by equipping armor, weapons, and spells
- Arcade Mode with Daily and Weekly Challenges
- Windows, Mac, & Linux versions with full Gamepad support
Поддерживаемые языки: english, french, italian, german, portuguese - brazil, spanish - latin america, hungarian
Системные требования
Windows
- OS *: Windows XP + Service Pack 3
- Processor: Dual Core CPU
- Memory: 1 GB RAM
- Graphics: OpenGL 3.0+ support (2.1 with ARB extensions acceptable)
- Storage: 1 GB available space
Mac
- OS: Mavericks 10.9, 32/64-bit
- Processor: Dual Core CPU
- Memory: 1 GB RAM
- Graphics: OpenGL 3.0+ support (2.1 with ARB extensions acceptable)
- Storage: 1 GB available space
Linux
- OS: glibc 2.28+, 64-bit. S3TC support is NOT required.
- Processor: Dual Core CPU
- Memory: 1 GB RAM
- Graphics: OpenGL 3.0+ support (2.1 with ARB extensions acceptable)
- Storage: 1 GB available space
Отзывы пользователей
I actually have more play time on this one than indicated since I played it the most on the Switch. Picked this one up on sale since I prefer to play things on PC/Steamdeck hoping it would improve with updates but it really hasn't.
Ultimately, there isn't too much "wrong" with the game. It functions. It is a metroidvania. It does what it says on the tin, so to speak. You could do worse. But there is also nothing about this game to make it stand out. Initially I was really intrigued by the idea of the game being procedurally generated. The worst part about Symphony of the Night, for me, was that it ended. And this could be Symphony of the Night with infinite replayability! But in practice that means you get a bunch of really "meh" levels and the whole thing just feels very uninspired and basic. To be fair, I think this criticism also applies to most other games with procedurally generated content but the concept was a little bit more novel at the time that this came out. Whatever the case, this isn't an example of procedurally generated content done right but rather an example of how not to do it. At this point, it has been out long enough that it is safe to say it isn't going to get better and I'd pass on this one.
If you really want something similar but done much better, go check out Dead Cells instead. It isn't 100% my cup of tea either but I had a whole lot more fun with it.
I WOULD recommend Chasm, but with one very harsh condition: Do NOT play it if you have ever played a Metroidvania before. Especially Castlevania: Symphony of the Night or any of the other Castlevanias after it which drew from it's formula. Unfortunately, Chasm draws many inspirations from these games, but it does so in only the most boring ways possible.
Chasm feels like the bare-bones skeleton of a much more interesting Metroidvania. It has the basics down, but does nothing to embellish on them and add the spark that makes those Metroidvanias so iconic and memorable. I think perhaps the developer put too much stock in that random level generator idea, but frankly it is just not interesting enough to make up for what Chasm lacks.
A good way to describe it would be if you were playing a Metroidvania, but rather than your typical adventure hero who gains a multitude of awesome and stylish powers along the way, you play a standard army grunt who can do... significantly less. He can get the job done, but he's quite a bit more basic.
One of the most stunning comparisons is that in Chasm, your character obtains the ability to double jump VERY late in the game, practically right before you enter the final level to battle the final boss. This is a common platforming tool that most platform heroes receive either early in their adventure, or they are just given from the START. This leaves mobility feeling very lacking from the start.
However, from a game design perspective, there is nothing technically wrong with this. The levels are, after all, designed with this progression in mind. While it is a bit boring to not have the double jump until so late, the levels are still designed so that you are able to clear them comfortably without it. It can just feel jarring to a veteran who has played so many similar games only to have such a common trope turned on it's head, especially when it apparently serves no greater purpose than to emphasize how powerful something as simple as a second jump in mid-air can really be.
But I think where Chasm fails the hardest is with two very specific things: The Backdash, and the Weapons.
I'm going to compare to Symphony of the Night again, because this game draws SO MUCH from symphony.
The weapon-swinging animations are practically the same. And when you wield a normal sword, you not only have the option to attack while ducking, but you also have the ADDITIONAL option to attack downward at an ANGLE while ducking (likely for enemies on slopes, but this RARELY came in handy, if ever).
I only mention this to highlight how much this game goes out of it's way to emulate Symphony's "style" at the basic level, which now brings me to my point.
WHY, then, did they not also adopt Symphony's habit of having MANY unique and fun weapons with special moves? Even Alucard's family sword (which he starts the game with) has a flashy move he can do with a Hadouken input (Down, Right, Attack, for those of you unfamiliar with Street Fighter somehow).
Chasm has only one (maybe two?) weapon(s) that can perform a special move by using an input, (such as) a flamberge that spits out a mid-ranged wall of slow-moving fireballs with a Hadouken input, and this weapon is unlocked relatively late into the game, leaving you with much more BORING weapons for the majority of your playthrough. And the firewall move is not even particularly strong or useful, so it's not something that ultimately convinces you to stay with the weapon over something else.
In addition to this, Chasm offers the player character a unique "backdash" maneuvre that allows them to, as the name implies, quickly dash backwards at the press of a button.
This is meant to be used in combat to quickly dodge enemy lunging attacks, as many enemies lunge forward while striking making this a tool explicitly intended to be used to avoid those attacks.
It does have one rather begrudging flaw, however... you cannot use it in the middle of an attack. This makes the move strictly defensive, when it could have otherwise aided more aggressive gameplay. The inability to cancel an attack into a backdash means that fights end up feeling more like an RPG. You have to wait your turn. Let the enemy attack and dodge it, then you run in and take a hit while their attack is on "cooldown".
This is in no way non-functional. It just un-necessarily removes a fun factor that would have made combat feel much more interesting and versatile.
It is no exaggeration to say that if the Backdash were fixed, and more weapons had command moves, the game would feel a LOT more fun. More special weapons would make exploration more worthwhile, as well.
If I find a new weapon in Symphony of the Night I am excited to see what kind of unique move it can do. When I find a new weapon in Chasm, I just compare stats and toss one or the other based on which one kills enemies faster and that is IT. There is no excitement there, only the frustration of wondering when I will finally find a stick that does slightly more damage than my current stick.
Can you imagine that? No excitement from exploring and finding a hidden weapon in a chest, because you know that all it is is a stat stick? That is practically a cardinal sin in a Metroidvania...
That said, I will try to say something nice about Chasm, because I do actually enjoy it to a small degree. And I think where Chasm does well is with it's story. It tells a story I was actually engaged with, particularly through the Archaeologist, Professor Basden. An ancient evil, the corruption of multiple empires in the same place through that mysterious force, and a surprisingly noble sacrifice in an unexpected way from hundreds of years ago... it's not bad.
Ultimately, I think Chasm would do well as Baby's First Metroidvania. Recommend it to someone who's never played one before. Otherwise...
A definição de jogo sem alma.
Era pra ser uma homenagem aos Metroidvania clássicos, em especial a Castlevania Simphony of the Night. Esperei bastante por esse jogo, um canal no YouTube que eu acompanhava anunciou ele uns 2 anos antes do lançamento e eu fiquei no hype.
Tem uma construção de jogabilidade razoável, rápido e fluído como SotN. Trilha sonora quase inexistente. O problema do jogo é justamente não ter alma: não tem identidade, não gera empatia no jogador, o protagonista é um soldado sem nome cumprindo missão dada pelo superior, sem passado e sem motivações, até aí ok Legend of Zelda ta aí pra mostrar que isso pode funcionar, mas ao chegar na vila você não conhece nenhum outro NPC interessante ou que te dê motivação pra salvar, não sabe quem é o vilão, eu joguei 9h desse jogo roboticamente porque gosto muito do SotN e queria finalizar mas sinceramente depois de 9h abandonei pra nunca mais voltar.
Fora que uma das armas secundárias do protagonista é um machado duplo arremessado pra cima exatamente como Castlevania, e o protagonista da um backstep igual ao do Alucard. Jogo sem alma = cópia barata de outro jogo que não tem nada a mais a apresentar além dos elementos copiados. Não vale a pena.
This game does have some frustrating points like drop rates from mobs and the temple level but altogether it is a very good Metroidvania style of game. I wish you could assign attributes per level instead of automatic increases that would be the only thing i would change in the second one if there is a second one.
Pretty dull. Very basic controls. Not much of a story to care about. 60 FPS cap. Level layout is exactly what you'd expect to find in a procedural generated thing. What was even the point of that? Nothing specifically terrible, but nothing of note either.
What an awesome game! The learning curve at the beginning was a little discouraging, but once I clicked with the upgrades and customizing armor, weapons and magic--it was an addictive and thoroughly enjoyable game. Metroidvania maps are very important to me, and this game's mapping layout was so helpful and clear! Bit Kid's pixel art is gorgeous too, with deep color tones for the biome backgrounds that somehow make the foreground sprites really pop. Highly recommended!
Incredible pixel art adventure,
I love Metroidvanias because I like an immersive environment with good art and music and lots of secrets to uncover. Chasm has two of those, the art and music are nice. The areas you explore aren't very inspired -- you've got your town, mine, castle, crypt, and underground garden -- but the pixel art is beautiful.
Gameplay is okay, it's quick and responsive, but I found the enemies to be annoyingly spongy. I ended up quitting midway through the Keep because the idea of backtracking to figure out the bell puzzle made me want to throw my controller across the room. Backtracking is a big part of Metroidvanias, and normally I don't mind because there are (supposed to be) new things to find squirreled away in places that weren't accessible before. Unfortunately, those kinds of prizes were few and far between. There aren't a lot of secrets to find, like stat upgrades, consumable items, or equipment; pretty much everything just randomly drops from enemies and the stuff in chests isn't that good. What finally made me give up, though, is that the equipment isn't balanced very well. Maybe I should say that it's balanced to always provide challenge? The whole time I played, I never felt like I had the upper hand, so traversing the current area was always irritating rather than fun.
I was interested in repopulating the town, but unfortunately the townsfolk add very little. They barely talk, don't add architecture or decorations, and even their shops are pretty lame. By the time I had enough gold to buy new equipment, it was all worse than what I had. Then when I got the blacksmith to offer new items, I couldn't get enough random ore drops to craft any of them, nor enough gold to buy the ore. The potion lady and cook do the same basic thing (HP restoration items) and they both overcharge. I saved your lives, you freaking ingrates! The whole town portion just starts to feel superfluous, since none of it helps you very much.
I would guess that the replayability factor of the procedural generation is the main thing Chasm has going for it. It has a lot of arcade-y features like a leaderboard, various modes of play, and different equipment combos to vary gameplay somewhat. This would probably be a fun game to speedrun. If those features are what brought you here, then it's probably worth a try. Otherwise, I can't recommend it.
Very neat, well-packed little Metroidvania. Def recommend. The only negative thing I could say about it, is that the story isn't as deep-going as other and that's why it's a nice and short game.
I really love those pixels in this, they´re beatiful
man, I love this game!!
Дополнительная информация
Разработчик | Bit Kid, Inc. |
Платформы | Windows, Mac, Linux |
Ограничение возраста | Нет |
Дата релиза | 19.01.2025 |
Metacritic | 72 |
Отзывы пользователей | 70% положительных (722) |