
Roguelike games are everywhere these days, to the point where you're actually surprised when the latest indie release isn't peddling death as a progression mechanic.
It's a dreadfully crowded genre, but if there's any roguelike that deserves your attention this year, it's Absolum.
Fusing the core gameplay of a side-scrolling beat-'em-up with the structure of a roguelike, Absolum's had us addicted to its punchy formula for weeks now. Its 30-ish minute runs feel perfectly paced, and there's always some kind of hook to keep you plugging away.
Set in the fantasy world of Talamh, we'll admit that the storytelling and self-indulgent lore has never quite grabbed us. The bottom line is that there's an evil empire that needs to fall, and your band of outcasts are up to the task.
Directed by an immortal demigod who'll bring you back to the world of the living should you be bested in combat, you'll smack and slash your way through a set of locales that each offer up something a little different on every run.

There are alternate paths to take and secret routes to uncover, adding a degree of player choice. It reminds us of the stunning Dragon's Crown in that sense, letting you push towards different bosses or potential rewards depending on the current state of your run.
Said rewards are, naturally, what'll maintain your run's momentum. Clearing an area usually nets you a prize in the form of a new ability, or currency that can be spent on accessories that grant passive perks.
The abilities — known as 'Rituals' here — are elementally coded. Fire, water, wind, earth — you know the drill. They can enhance your character's existing moves in numerous interesting ways, and yes, the general idea is to try and stack as many advantageous abilities as you can.
It goes without saying that, with a bit of luck, you can put together some seriously strong combinations — and there are a lot of options to discover. Obviously it'll take you a good few runs to really wrap your head around which skills and abilities best suit your style of play, but once the system clicks, the whole process becomes fiendishly addictive.

But of course, in true roguelike fashion, you do end up losing your collected powers upon defeat. Thankfully, though, there are universal upgrades to unlock with crystals — a persistent currency — and you're also able to permanently enhance Ritual effects between runs.
At first, these upgrades may not seem all that exciting — especially when you compare them to the crazy combos you had going on your last outing — but get a few hours in, and they really start to sing.
That's because Absolum isn't just about stockpiling roguelike elements. Again, the gameplay is built on the foundation of an old school beat-'em-up — and it's a damn good foundation at that.
Combat is slick and impactful, a frenetic mix of easy combo attacks, heavier specials, and fairly fast movement. Mechanically, it takes a lot of cues from fighting games, with timed blocks and subsequent punishes opening up your sometimes stubborn opponents.
Defensively, Absolum can come across as slightly awkward — at least initially. Rather than having a dedicated block, you need to dodge into an enemy's attack in order to 'deflect' it. The deflection window isn't overly tight, but training your brain to rush towards oncoming blows, instead of away from them, can take a surprising amount of patience.
However, much like the title's roguelike leanings, it's all so satisfying once you've found your rhythm — and being able to pick between four playable characters brings some nice depth to the experience.
It's not as though our unlikely heroes all boast the mechanical nuance of proper fighting game characters, but their combo routes and specials are just enough to make each lead stand out, and they're all great fun to actually play as.
But standing out in a literal sense can be one of Absolum's only struggles. A problem that 2D beat-'em-ups have grappled with for decades, the sheer amount of carnage unfolding on-screen at any one time can be disastrous, as your character's obscured by countless foes and visual effects.

This lack of visual clarity is a relative rarity, though. Overall, the game's combat encounters, and the enemies that inhabit them, feel tightly designed and thoughtfully balanced. Well, outside of a few foes that are a genuine pain in the arse to deal with — but that's all part of the difficulty curve.
We don't think this is an especially tough title, but sometimes, your runs just won't take shape. That's roguelikes for you, but frustration can seep in when you've just spent the last 20 minutes trying to make the best of a crappy session, pushing your combat skills to the limit, only to get stonewalled because of randomised aspects that are out of your control.
The spectacle of Absolum's boss battles should encourage you to keep coming back, however. These climactic clashes amplify the game's strengths, resulting in memorable fights that challenge both your moment-to-moment reactions and the abilities that you've picked up on your travels.

It'll probably take most players anywhere between 8 and 12 hours to see the main campaign through, but there is an endgame to chew on should your lust for action still burn.
Unfortunately, said endgame doesn't quite live up to the rest of the package and its unwavering quality. Don't get us wrong, there are extra bits and pieces to uncover on additional runs — and some of the game's most unhinged Rituals are locked behind your first successful playthrough — but there's a noticeable lack of progression.
There are no new upgrades to unlock or meaningful modifiers to play around with — it's just a touch anticlimactic, and it feels like there's room for something more.
You can, at least, ramp up the difficulty level and see how far you get. Absolum comes with a small suite of 'Assist' settings, letting you tweak damage values to your liking. Indeed, you can make the game infinitely easier if you want; an option that may be appreciated if you're playing co-op with a less experienced partner.

Speaking of, you can tackle the whole adventure with another player, either locally or online — although when you're online, it should be noted that the aforementioned Assist options are locked.
Bringing a friend along increases enemy health pools, and so lengthy two-player combos are encouraged. As such, co-op gives the game a surprisingly fresh team-based dynamic, and honestly, it might be the best way to enjoy Absolum.
What truly ties the release together is its art direction. It's a very stylised look that may not be to everyone's tastes, but it's superb in motion. Crisp animations sell every swing, the environmental detail is always eye-catching, and the character designs are immaculate.
And then there's the soundtrack. We knew something was cooking when one of the game's earlier bosses was accompanied by a frankly insane sounding metal track — which turns out to have been composed by DOOM's Mick Gordon.

FromSoftware veteran Yuka Kitamura lends her unmistakable talent to the title as well, and even the legendary Motoi Sakuraba is in on the act. It's a bit of an all-star ensemble.
But even beyond those guest compositions, Absolum's music is full of intrigue and wonder. The game's a real treat for the ears as well as the eyes.
Conclusion
Absolum is both a brilliantly crafted beat-'em-up and a devilishly addictive roguelike. Although the overall experience does feel slightly short-lived, you'll seriously struggle to tear yourself away from the game's striking fantasy world — especially when all of its systems start to click.





Comments 24
If anyone's got any questions about the game or the review, let me know and I'll try to answer them.
For what it's worth, I'm still playing Absolum even though I've seen everything (I think). Really great game.
By the way, here's Mick Gordon's insane metal boss theme in case you haven't heard it:
https://www.youtube.com/watch?v=yShiPI-gPeA
@ShogunRok Methinks from hearing that, Mick Gordon has been spinning some Imperial Triumphant of late.
@ShogunRok Just listened to it and yeah it slaps, Mick Gordon is truly one of the best composers.
Edit: Add it to your play lists people https://open.spotify.com/album/2r0alUnD3gbkyARiHCMOSq
@ShogunRok what an absolute tune. God damn im gona have to get this now.
I'm interested with this game since it's developed by Guard Crush. But i'm not a fan of roguelite / roguelike so i'm gonna wait for a discount.
Read the review, listened to the Mick Gordon track, immediately bought it. Strangely, digital is roughly £14 cheaper than physical here in the UK, there's a couple of quid off until the 16th as well.
Wishlisted! Game sounds pretty solid.
Not a fan of this genre but might try it later on a discount
Played a demo of this and have been looking forward to it. Might be my next obsession once I'm done with Yotei!
I didn't know the soundtrack was composed by such heavy hitters. I was already interested in the game but now I'm really interested.
I played 20 minutes on my lunch break just now and loved it. Been hyped for this since the reveal, and the demo reviews from PC were great too.
Between this, Yotei and BF6, it's going to be a lazy weekend.
I definitely like my soundtracks 'shockingly robust' haha.
Thanks for the review. Just bought it.
Still hoping for a Dragon's Crown 2... and 3.
Im checking for this based on the Guard Crush's work on Streets of Rage 4 (the GOAT beatemup) alone.
I'm sure a lot of people can relate, but Hades was one of those "I wish I can experience this for the first time all over again" games. So any time I hear the name in relation to other games, I perk up.
I plan to replay Hades soon, and then the sequel whenever it comes over to PS5. But maybe I'll take a peek at this one.
This is solidly on my radar now! Thanks PushSquare!
About 60hrs into Hades and just now starting to feel the grind (so I just put god mode on for help on the higher heats - 80% damage reduction I imaging will help a lot - kind of wish I never had that option though). This may well be my next game. Really digging my roguelikes at the moment.
Edit: only £17.99? Nearly pulled the trigger immediately, before remembering to wait until the trophies are live to ensure there aren’t any bugs there. Everything still at 0% so I presume they aren’t ready yet.
Plus the lack of endgame content and modifiers means it might be best to wait a couple of months, especially as the trophy challenges don’t seem to be completionist in nature.
Edit2: seems trophies aren’t bugged, but that there is an “accessibility” setting that lets you turn off all damage and hit many times harder, and it doesn’t disable trophies unfortunately. That takes all the fun out of the trophy campaign and makes me reassess whether to spend time on this or not.
@ShogunRok Mick Gordan doesnt seem to miss and that track is absolutely fantastic. Not normally a genre Im mad for, but just that track makes me want to buy it..
N.i.c.e.Absolum looks amazing. I'm a huge fan of dotemu.and streets of rage 4 is a instant classic word up son
@ShogunRok thanks for the review! I never knew about this game until now! It looks like exactly the sort of game to cure my beat em up itch I've had since finishing SOR4! Are the different characters varied like in SOR4?
@morrisseymuse Yeah, they're surprisingly different to play as. The basics are the same across the board in terms of controls, but they each have unique combo routes and abilities.
@ShogunRok great to know thanks!
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