At its core, the game is a puzzle platformer in which the central aim is straightforward: reach the end of each stage by activating various switches and avoiding dangerous obstacles along the way. Naturally though, it isn’t quite as simple as that, and that’s because of Etherborn’s other central mechanic: your ability to frequently flip gravity.
Each of the game’s levels is essentially a large 3D object floating in space (or the aether, if you will), and all four sides can be accessed as you play. While the laws of gravity very much apply to you wherever you’re standing, any time you can find a curved surface – usually a ramp that goes up or down 90 degrees – your character will be able to run along it, flipping gravity along with them. Suddenly you can find yourself standing sideways, or even running along the underside of where you started.
If you’re struggling to picture this, think of the way some of the smaller planets in Super Mario Galaxy have a sort of gravitational pull that lets you walk off the edge and continue playing along the sides or underneath, happy in the knowledge that when you jump gravity will still make sure you land on your feet. Etherborn’s exploration feels a little like that, except its stages are significantly more complex and you can only shift the gravity at specific curved sections.
At first, this works tremendously. The first few levels are complex enough to have you scratching your head a little, but once you eventually get your head around how everything works it soon starts to feel very satisfying swooping round from plane to plane, running up the side of walls and up onto the ceiling. It can be a little disorientating at times, but nothing that’s going to trouble you too much. It’s a clever idea and your initial thoughts after the first hour or so will be “I really like this”.
This feeling will be strengthened by how downright beautiful the game is, Etherborn is undeniably a work of art Its creators have in the past explained how they were influenced by Russian painters like Malevich and Rozanova, Brualist architecture and the work of Spanish sculptor Eduardo Chillida. The result of this is a striking minimalist art style that complements the abstract stage design perfectly. It’s like if M.C. Escher had designed his own version of Gris. A particular highlight is the hub area, known as the Endless Tree; it’s a breathtaking trek along a set route as branches wind their way around your path.
If there’s one thing better than how it looks, it’s how it sounds. Composer Gabriel Garrido Garcia (or Triple G, as literally nobody calls him) has created an absolutely gorgeous score that is sometimes heartbreaking, sometimes heartwarming, but always full of heart regardless. Hopefully it ends up on Spotify so we can add it to our ‘lovely game music to listen to when writing’ playlist along with the likes of Gris and Thomas Was Alone. It really is so wonderful that it continues to sound beautiful even as you spend an ungodly amount of time traipsing around each level.
As striking as Etherborn looks, and as beautiful as it sounds, and as clever as its central game mechanic is, it quickly becomes too much too soon, and the level design gets overwhelming to the extent that most players won’t realistically be able to get through each stage with any realistic degree of problem solving ability.
We’d like to think we aren’t complete morons (despite what some article comments may suggest), but it didn’t take long at all before Etherborn had us no longer studying each stage and wondering what path to take, but simply wandering around, looking for ramps and trying to exhaust every possible route and jump in the hope of stumbling on something we hadn’t tried before that would take us onto the next unfathomably complicated area to explore.
If it was possible to rotate the camera round the entire stage, then there would be a more legitimate puzzle-solving element to the game. You would be able to better study the environment, look at potential routes, plan what steps you should take to reach the next section. Instead, most of the time moving the right stick only sort of slides the camera to the side, showing a bit more of the plane you’re already on when what you really want to see is the planes underneath and around you. As we’ve already said, these stages are essentially large puzzles floating in the air. Imagine playing a Rubik’s cube but not being able to turn it around to see the other sides.
Each stage had us feeling mentally exhausted by the time we found the exit – usually through nothing more than an exasperated process of elimination – and as we traipsed along the Endless Tree with the game’s faceless narrator preaching some sort of extremely deep, self-reflective philosophy at us we felt like we were being pummelled with intellect. We absolutely love what Etherborn is trying to do but it feels far too clever for its own good, the equivalent of a French teacher who insists on only speaking to her class in French from day one and expects them to know what she’s talking about.
The best puzzle games can feel impossible but leave you just enough string to follow so that when a stage is cleared you can look back and think “ah, right, it makes sense now”. When we finished stages in Etherborn we just thought: “Well, I don’t know how they expected me to figure that out”. Ultimately, it’s hard to get too excited about reaching the end of each stage when it’s little more than a case of trial and error: by the time you reach the end you haven’t learned anything, no matter what the narrative tries to make you think.
Conclusion
Etherborn looks fantastic, sounds incredible and revolves around a brilliant game mechanic that initially feels like it’s going to lead to some clever puzzles but ramps things up far too quickly and engulfs you with frustratingly complex stages while you’re still trying to find your feet. There’s still a great game in there, but you’ll need to have the patience of a saint to stumble up its 90-degree difficulty curve to find it.
Comments (26)
We all call him G3.
Unfortunately I get really frustrated with sharp difficulty puzzle games. Even if a small amount of the opinion on this game is true, I won't play it.
Dang... I had high hopes for this game, but I only have so much time to dedicate to the billions of games on my Switch and as it is I barely have the patience to finish
Man I would've loved to have dated an arsonist in my youth. Crazy in the head, crazy in the bed.
@matdub just make sure you keep the matches out of reach?
Sounds great to me, don't mind the ramp up difficultly quite a few puzzle platformers have the same problem. Will hold off just in case of physical, but will keep it on look out until its on offer probably.
Hmmm... I’ll really like the look of this one. Not in the mood to be unnecessarily frustrated though. Gonna hold off for a bit. Yeah, solving a puzzle via haphazard luck, isn’t what I’m looking for. Rats, maybe after a sale I’ll do it
Sounds like this would have benefited from more playtesting.
I'm kinda tempted to buy this to see if it as hard as I'm being told.
I doubt it ramps up as fast as Stephen's Sausage Roll did, so I say BRING IT ON!!
I don't see a game being too difficult as necessarily a bad thing since for some players that might be exactly what they want.
...I am not one of those players though so I think I'll stick to the more manageable puzzle games.
Sounds very interesting. It could be a game I'd really love. The only thing now is to do the usual frustrating internet searching to try to figure out if it runs at 60fps or not...
@60frames-please Does it really matter in every game? I know it's your user name and all but it really makes no major difference here.
@scully1888 Predictably, yes I experience that it matters whenever there is movement. The only time frame rate doesn't matter for me is when there isn't movement! This games seems to run at 30fps based on internet videos I've watched. Even though it's not a racing or fighting game it still makes a huge difference to me. The smooth movement of 60fps is simply pleasing to behold and makes me want to play a game more (as long as it's fun too!).
@60frames-please It's a shame you feel that way because there are plenty of fantastic 30fps games out there. I also feel sorry that you've presumably never seen a movie you enjoyed, given that they're all shown at 24fps and all.
@scully1888 Breath of the Wild is my favorite game. I simply always play it docked and my TV effectively boosts the frame rate to 60fps using "dejudder" which is also called frame interpolation. That same dejudder boosts TV and DVDs up to 60fps. I still go to movies even though I wish they ran at 60fps or higher.
@60frames-please Well, each to their own, but I think frame interpolation is an abomination, especially with live-action content, and can often create movement that is far too quick and juddery. A stable 30fps released as intended will always beat a weird, algorithm-driven Franken60 in my eyes.
@scully1888 Got it. I don't see how frame interpolation is juddery though...
@60frames-please Because it's trying to fill in frames that don't exist and sometimes the results are flawed. Example: if you watch a football game on NowTV and turn on frame interpolation, the ball moves extremely juddery because it struggles to figure out where the ball is in each missing frame.
@scully1888 Yeah, I've seen some flawed attempts at frame interpolation, but in general it works from what I've seen. Also, different TVs have different software and processors, so results vary. My older Samsung does an incredible job with Breath of the Wild, Twilight Princess, and Wind Waker HD. Wind Waker in particular looks like a Pixar movie. Just amazing!
@60frames-please you seem like the guy to ask: have you determined the framerate of the PS4 version of Etherborn? I'm debating which version to get and 60fps would swing me to that platform for this game ^_^
@techaspike I don't know it's frame rate on PS4. I just watch Youtube videos of gameplay that have 720p 60fps and try to fathom the frame rate that way.
@60frames-please ugg yeah I wish I had the eye for that. I can feel the difference when I'm playing, but I can't tell just by seeing it
@techaspike I definitely make mistakes. I'll watch a video of a Switch game in handheld gameplay that Youtube says is 60fps, but due to watching a small video on my small cell phone, plus my own wishing for the game to be running at 60, I'll decide it's running at 60. Then I buy it and play it and immediately discover it isn't. But most of the time I can tell. Also, sometimes I end up not caring. Lonely Mountains Downhill is super fun on Switch. I've played it around 50 hours on my Switch. While I still recommend it highly on Switch, I just tried the Steam demo of it on my new 3060 laptop and it melted my brain with how smoothly it moves those polygons across the screen.
@120frames-please I tried the Steam Demo of Lonely Mountains and really enjoyed it. I wonder if I would have really felt the difference if I'd gotten the Switch version, since I became accustomed to the buttery smooth version already
@techaspike I don't recommend going from PC to Switch, it can be really jarring. I still play Lonely Mountains on Switch occasionally, but it is way, way better on my laptop. There's no load times and it runs locked at 144fps (very occasional loading stutter, but it's so minimal and rare) at 1080p. I wish we could stop the advance in resolution so that every game could run perfectly at 120fps or higher with no load times, then after that is achieved we could move up in resolution if we decided that was important.
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