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Oddworld Soulstorm - how systems-driven graphics and gameplay deliver an unforgettable experience. - Eurogamer.net
Apr 10, 2021 3 mins, 6 secs

The re-emergence of Oddworld continues with its most ambitious game yet.

Having effectively rebooted the franchise with New 'n' Tasty back in 2014, it's taken seven years for the next big Oddworld game to arrive and Soulstorm does not disappoint.

It's a systems-driven adventure that takes advantage of modern physics and materials systems to deliver unique ideas while staying true to the Oddworld ethos.

This powerful tool has enabled many creators to deliver remarkable games but with the latest rendering techniques made possible by the engine and a focus on physics and AI, it offers something quite unlike any other Unity-based game we've played.

But let's be clear: Soulstorm is not a game for everyone.

But for my money, it's fresh and different and while the muted aesthetic has caused issues for some, dig deeper into the game and you'll find a truly beautiful experience, albeit one that's best played at 60fps on PS5 and PC.

John Linneman presents the Oddworld Soulstorm Digital Foundry tech review.

After this, you'll start to encounter AI opponents and it's at this point that the tools and techniques begin to ramp up.

Much of the game focuses on toying with the enemy AI, much like a good stealth game.

Also like a good stealth game, enemy behaviour is clearly telegraphed and defined.

This is where Soulstorm really starts to differ from its predecessors.

You'll obscure yourself from enemy gaze by lurking within steam, you'll hide in lockers Metal Gear-style and possess your enemies to turn them on their allies.

The more you experiment, the more you'll see how all of the game's systems logically interact with one another - it's a game that compels you to think laterally and to test out your theories.

Where Soulstorm really comes together is in how these systems integrate with some beautiful set-pieces, delivering a stand-out experience (the sky train in particular is an absolute treat).

From creating smoke bombs that you can use to create dynamic cover for stealth, to bouncing balls you make from rock candy, and rubber bands which take out enemies - your toolkit continues to expand.

And that's really what I mean by systems-driven: all of these tools, objects and scenarios are always clearly defined by the game but the player has a lot of agency in terms of how to tackle them, especially later on in the game.

Soulstorm delivers a gorgeous 3D world to explore: it has a feeling that reminds me of a classic Team ICO game in some ways with towering architecture and vast open spaces.

The game also manages to throw around a large number of characters on-screen - sometimes you'll see what feels like hundreds of Mudokons scurrying across the backgrounds and, in some scenes, you're tasked with protecting them as they make their escape.

You'll spot limitations in these instanced models if you look closely but it's still very effective at conveying huge crowds.

It's as large and detailed a world as we've seen in a side-scrolling game like this.

With that said, there is the sense that while Soulstorm is a cross-gen title, the developers designed this game primarily with PlayStation 5 and PC in mind.

The extra horsepower is required to really let this title shine - and I absolutely loved my time with the game.

But honestly, I love this game: it's a perfect fusion of retro and modern concepts that fit together into a surprisingly cohesive whole.

It has rough edges for sure but it's a quality game.

Soulstorm is inspired by Abe's Exoddus but it's effectively a brand-new game bringing a lot of fresh ideas.

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More about Oddworld: Soulstorm.

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