Tuesday, August 30, 2022

Chasm - Thoughts


Hearing the descriptors "Metroidvania" and "Roguelite" tend to perk up my ears, so imagine how alluring Chasm appeared when it promised to combine both. Although I didn't back the game on kickstarter it was always on my radar, inevitably worming its way into my bustling backlog. Ironically, what got me to finally dive in was seeing the number of mixed reviews for it on steam—could a game that looks this good miss the mark that badly? After delving through a lot of good games recently, I figured it was time to plumb some supposedly mediocre mines. And you know what? For a game made by such a small team, Chasm isn't all that bad!...

... buuut I'm still going to talk about a bunch of things it bungles.


The first bit to note is that while Chasm pegs itself as a roguelite-Metroidvania, it's considerably more of the latter than it is the former. I played through the game twice (once on normal, once on hard) and the only major difference between the two worlds were a handful of new rooms. Everything else is lightly shuffled around; expect to run into the same enemies, items, power-ups, bosses—you name it. Even the general map structure is identical, with save points and warp zones located in roughly the same spots. Venturing through Chasm a second time will dispel the charm of its seeded worlds, revealing a single blueprint hiding behind a maze of mirrors. Honestly, you'll find more variety in a replay of Mass Effect.

Another one of Chasm's issues is that it has a bit of an identity crisis. Castlevania: Symphony of the Night isn't just an inspiration for the indie title—it's the very foundation that Chasm is built on. Numerous fundamentals have been carefully replicated, from attack animations to the UI, to relics, to backdashing, weapons, subweapons, items, pets, afterimage sprites, and even Symphony's peculiar jump canceling. Hell, they preserved the annoying "boot back to title screen after death" too! Rather than refine any of these systems or add a unique twist, Chasm is content to simply ape them... which is a disappointment for anyone hoping for an evolution of the Metroidvania formula.

A weird quirk that demonstrates Chasm's penchant for playing it safe is found in its lore—specifically, that there isn't any. The plot is fairly bare bones, teasing a cliché, soon-to-wake evil that only you can defeat... and that's about it. Chasm could've fleshed out its world using the flavor text of the items you come across, but just like with Symphony of the Night, any text is entirely descriptive. Food, weapons, armor, gems, spells—all of them have dry descriptors and zero history. Worse yet is that the bestiary lacks flavor text entirely! It's a bare-bones concept that even Symophony of the Night included! If gameplay is all that matters to you then you can easily ignore these oversights, but considering how much attention is paid to Chasm's aesthetics, it's strange that they lack any kind of substance.


The benefit of copying Symphony of the Night is that it's admittedly a good game to imitate—and Chasm does this impressively well. Your character handles smoothly, hitboxes make sense, and your arsenal is decently varied, ranging from speedy daggers to powerful clubs. It also helps that Chasm is an unbelievably gorgeous game, packed with fluid animations and some truly impeccable background art. The visuals are hands-down Chasm's best quality, but the enemies and bosses you'll face offer a ferocious runner-up. One of the things I came to appreciate most about Chasm is that it has a fantastic difficulty curve, one that ramps up quite harshly towards the end. I personally enjoy Metroidvanias where the consumables you amass become pivotal to your success (unlike Symphony of the Night, which gives up early on and plateaus in difficulty.)

Design-wise, Chasm also has a smart blend of platforming and combat, frequently testing you on both in a number of ways (and occasionally at the same time.) Unfortunately, due to the roguelite aspect, you'll run into repeating rooms and enemy arrangements, with the worst being the monsterless vertical climbs that offer no challenge whatsoever. The game is generally well-paced though, with warps and saves placed a good distance apart and in much-needed locations. You'll often have to fight tooth and nail to make it to the next save, especially on Hard where enemies can destroy you in a scant four hits. However, I do wish there was a warp that took the player straight to town; the two screen buffer between the town and the warp hub feels like an unnecessary tax on your time, a problem that's exacerbated by how often the game wants you to check up on rescued villagers.

Lastly, Chasm's major power-ups are a real mixed bag. Most of them are your typical Metroidvania mobility upgrades (ledge grab, double jump, sliding), but a handful wind up being used a total of two to four times total. The diving gear and translation book could've had some cool uses, but they're effectively single-use keys that are hardly worth including. The lantern also feels like a missed opportunity, having only one side area dedicated to it—and considering that you can only stumble upon that zone after already acquiring the item, it feels less like you're consciously using your lantern to plumb new depths and more like the next mandatory trek is merely... darker than normal. Similar to the flavor text, this isn't a hugely detrimental oversight, but rather just another example of how Chasm fails to capitalize on its good ideas.


There's plenty of worse Metroidvanias to spend your time on than Chasm—which isn't exactly the most glowing of praise. It's undoubtedly a well-made title that hews closely to the modern Castlevania formula, potentially making it worth a play for Igarashi fans salivating for another dose of his particular blend. But in taking from both metroidvanias and roguelites, Chasm sadly fails to do justice to either. It's competent but unremarkable; clever but repetitive; sharp but safe. Chasm is a decent game for a small studio, but as a "roguevania", it's...

... well, it could've been better.

No comments:

Post a Comment