SolSeraph is the newest title from Zeno Clash & Rock of Ages developer ACE Team. While those titles were wholly unique, and certainly strange, SolSeraph is instead heralded as a spiritual successor to SNES classic ActRaiser. And, for the most part, it delivers on that concept. Blending 2.5D action-platforming with a top-down tower defense / base-building RTS mechanic, SolSeraph does feel like an updated version of ActRaiser. However, with SolSeraph?s attention split between two different game types, it never feels like it nails either side of these two gameplay mechanics, and as a result ends up being a lackluster experience overall.
In SolSeraph you take on the role of Helios, an angel tasked with protecting humanity against various threats conjured up by the jealous Younger Gods. Armed with a sword, shield, and a variety of magical powers, you?ll spend part of the game running through 2D style stages with 3D visuals, battling against goblins, bat riders, skeleton warriors, and other fantasy styled foes. There are essentially two types of action stages, ones that feel more traditional with scrolling from left to right and generally culminating in a boss fight, while the other is made up of a confined space where you?ll defeat waves of enemies before finishing. Completing stages will yield health and mana upgrades, and occasionally you?ll be granted new powers or upgrades to your existing spells.
I?m also not a huge fan of the level layout for the longer action stages. Enemies will move into the 2D combat plane from either the background or foreground, so you?ll often see them coming before you can hit them. But some enemies can still strike at you as they move to the center, and for flying enemies it gets difficult to tell when they?re actually in range especially when they come from the background. It feels like a very unnecessary way of spawning enemies, and ends up being more frustrating than neat. Also, while the game will highlight bottomless pits, it doesn?t allow for any limited scroll function to look up and down on stages with vertical areas. So you?ll often drop down from platforms and land on damaging brambles, enemies, or other hazards with no indication of what was below you.
You?ll know when a wave is coming based on a meter at the bottom of the screen, and you can trigger the wave early if you?d like, but generally you?ll find yourself wishing for more time instead. All of the fighting is controlled by the A.I. which does well enough, but you can also get a little more hands on with a limited set of angelic controls, like lightning, that allow you to target and damage incoming units. You?ll be doing all of this, fending off waves of enemies and expanding your population, so that you can eventually build temples that will dispel evil fog around enemy lairs, allowing Helios to invade that lair which in turn triggers the action-adventure phase of the gameplay.
Even if you have fond memories of the original ActRaiser, I?m not sure that I could wholeheartedly suggest checking out SolSeraph. It absolutely is a successor to the SNES original, but I found myself increasingly disappointed and frustrated with the gameplay loop, and could only think of how much better the game would be if it had focused on one central mechanic instead of splitting attention between the two. One the plus side, it does have a fantastic soundtrack, and the visuals generally look really nice between the two modes. Unfortunately, that?s about the biggest selling point, and isn?t enough to make SolSeraph stand out compared to other retro-inspired releases.
Note: SEGA provided us with a SolSeraph PS4 code for review purposes.
I mean it’s more of a “heads on”…but who says that.
The silly things we do for "fandom".
I’m certainly not gonna begrudge cheap PC games…now let’s get some badges and trading cards!
Why can’t any award actually list the innovation in accessibility in their innovation in accessibility…
Finally Jack Black in controller form…what, no? It’s not him? Oh man…
A fight stick without a stick…what a wild time we live in.
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