When it’s in full flow, MindSeize has the flair and feel of Mega Man Zero. And believe us, that’s not something we’d say lightly, considering that Capcom’s beloved handheld series remains at the apex of 2D action gameplay. There’s a similarity in certain aspects of the game’s design, but mostly in its mechanics and movement, which – once you locate the right character upgrades – are exemplary stuff.
After a horrendous incident that sees the player character’s daughter captured and himself left crippled, his mind is transferred into a powerful and agile robot body in order to partake of segmented Metroidvania gameplay with a strong focus on platforming. Rather than one vast map, the game sees you fly between planets to explore separate, distinct areas – rather like the structure of Shantae and the Pirate’s Curse. Some would consider this a compromise, but we rather like the variety and accessibility of this layout – having a definitive “end” to each landscape gives the climactic moments and encounters a little more weight as you transition from one area to the next; reaching a new biome is an achievement rather than an inevitability. You get better and earn progress – you don't stumble across it.
Of course, that’s arguably a reductive reading of the typical Metroidvania style – and it does raise a pertinent question about MindSeize. The ingredients for a superb linear action game are all present and correct, here. So why isn’t it one? We liked MindSeize from the start, but it only gets really good once you acquire the dash and dash-cancel abilities, so why weren’t they just… there from the beginning? The exploration on offer here isn’t bad, but it’s not the game’s strength, essentially amounting to a series of arbitrary locks with keys that happen to be in-game moves. The best stuff in MindSeize is the action-packed and cleverly-designed combat, the smartly-laid-out platforming challenges. Couldn’t the whole game have been that stuff? In a title as action-focused as MindSeize, we just can’t see what the standard genre backtracking actually brings to the table here. There’s nothing wrong with it per se, it just feels a little like it’s only a Metroidvania because that’s what people like now. Apply the exquisite precision and variety on offer to a traditional, linear action platformer and we’d be laughing.
Genre quibbling aside, we did mean it when we compared MindSeize to the venerated Mega Man Zero franchise – the sliding-dash move you acquire is functionally identical to Zero’s, and you have access to both your gun and a natty sword, allowing you to strike with multi-hit combos. The ability to cancel a dash into a sword strike feels marvellous, planting you firmly to the floor while you unleash the sword before dashing away once again. Your character's sprite is large, which grants a nice sense of vulnerability, but you're extremely mobile and while your inputs are limited to just a few, you'll need twitch skills to survive the boss battles here.
They're brilliant, you see. A highlight of the entire game and another fitting comparison to Mega Man Zero. Just like in that series, bosses here are powerful and adaptable, with even the most benign mini-boss having multiple changes of tactics and escalating hazards. There's an early battle that's straight out of Capcom's classic GBA series, with an insectoid enemy that leaps all over the screen, unleashing bullets. Halfway through the fight it sets fire to the floor, making manoeuvrability even tighter. Close to death, three pillars raise and you must finish the fight in the air. All the while dodging its freakishly fast, constantly changing attacks. It's brilliant, heart-in-mouth stuff - devastatingly difficult, but fair, with the last save point placed for minimum frustration.
Elsewhere, it's rather more business as usual, though certainly no slouch in any department. We've seen criticism of the story elsewhere - perhaps it is a little generic, but it's all so unobtrusive we found it pretty difficult to get upset about. Destroying enemies with the gun or swords is fun, and utilising their unlockable special powers adds a tactical sheen to the proceedings. You'll be gathering money and unlocking new upgrades with a well-balanced economy meaning that you'll be drip-fed new toys regularly enough to keep you going. Visuals are functional, with some attractive effects used sparingly. The synth-y soundtrack by Adam Al-Sawad is good stuff, too, though one of the tracks sounds quite a lot like "Popcorn". Hardly a bad thing, but it made us wish that every track in every game was "Popcorn" instead.
Conclusion
A pacey, exciting game, MindSeize excels when it pits you one-on-one against one of its varied, aggressive bosses, but there are no elements of this little gem that aren't up to scratch. You're constantly moving forward and getting better at it, and the level design is good stuff. We don't feel like the Metroidvania backtracking really adds much to the experience, but it didn't spoil our fun. What we have here, ultimately, is a fantastic action game that's been forced into the shape of a markedly less brilliant Metroidvania, a format that doesn't play to the game's strengths. So, very good indeed, but could definitely have been a classic with a little more structure.
Comments 19
A metroidvania that shouldn't be a metroidvania huh? The game must be good then if it can still get an 8 despite that.
The sprite style reminds me of Mummy Demastered, and I actually really liked that game. I'll maybe pick this up whenever it goes on sale.
Mmmmmm.......popcorn
Sounds like The Messenger. That game was great, but would've been even better if they didn't try to shoehorn Metroidvania concepts into it.
Backed this in Kickstarter and awaiting my physical from it.
@tzahn
It sounds like the inverse of The Messenger actually, instead of taking a nose-dive the game just takes a while to get really good.
Still, this is one I'm looking forward to. Whenever First Press Games open the physical pre-orders for this, I'll be placing an order along with some of their other games that have had my interest.
Never heard of this, but I'm most certainly a lover of the genre, so it's going on the wishlist!
Sounds a bit like Kunai - great action crammed into poor Metroidvania design
@Aneira try adding furikake! 🍿
Darlinfan, yeah, I'm gonna do that unironically
Not this game, this game has s different structure. But yeah I'm sick of 90% of indie platformers being metroidvanias. Or worse, rogue like metroidvanias, which destroys the main part of what makes metroidvanias fun, learning the layout of the world
But yeah making a platformer a metroidvania is laziness. You font have to worry then about making good level design that is fun to play. Just place everything semi randomly, in a few minutes, and you're done. Creating a fun 2D platformer in the vain or mario is so hard to do, you can spend a whole year tweaking the levels to make them perfect. Green Hill Zone in sonic famously took 6 months to make. And it shows. It's probably still the best designed sonic level ever
I know indie studios lack time and money, hence why they go this arguably lazy route. But for people who hate metroidvanias like me, I just really wish there were more linear games out there. Linear games will always be better. Like the first of the 3D batman game series that is still going, Arkham Asylum. It's still the best one in that series because it's very linear. And mario 3 is still the best platformer ever. Linear games are just better
@AnorakJimi There is nothing lazy about a game like Hollow Knight or Ori and the Blind Forest
@AnorakJimi yeah Super Metroid definitely was slapped together in the span of an afternoon 🙄
It's ok for you to like linear games better, but saying they are intrinsically better is utter asinine nonsense.
Every game has a different goal, and for some linear is the way to go, while for others it's better to be open-ended. It's not rocket science.
@tzahn dude The Messenger was so good, that I replayed for 100% on gamepass and then again on Playstation lol
@Darlinfan I love metroidvanias and there was a time when I couldn't get enough of them... But I think by now I did. There's just too many which means for every Hollow Knight you get ten Xeodrifters or something similarly "eh". Yes, it's nice to get Axiom Verge or Guacamellee, but then you see things like Rayman Legends which has short, non-linked levels and you realize that as cool as Metroidvania genre is, it has its limits. A gimmick level like Rayman's cube maze or the musical ones would stick like a sore thumb in a sprawling map (though some games try, like the auto-scrolling room in VVVVVV). With a lineral or level select 2D platformer each tileset can come with its own gimmick.
It kind of reminds me of RTS games. There were so many in the late 90s and early 2000s that the genre became stale quick. And nowadays you get maybe two RTS games a year, usually both mediocre unless it's a remake of a 90s one. Metroidvania may be heading in a similar direction.
Sounds quite solid and well made. Fair play to the devs.
As for metroidvanias and rogue likes, I would have to really, really like the game in order to tolerate them to the end. BUT I have no problem with numerous being on the eShop as there are huge numbers of other kinds of Indies on the circuit, so who cares if there is another metroidvania or rogue-like? Not me. Keep up the good work.
@SmaggTheSmug What does Rayman Legends have to do with a Metroidvania? I see MVs are becoming like RPGs today. Any character progression makes a game an RPG according to many nowadays.
So now, a game just has to have multiple enviornments as a 2D, platforming, side-scroller and it’s a Metroidvania??
And for the record, The Messenger is not a Metroidvania. It has clearly defined stages, for christ sake.
@FeiFongWong26 I see you misunderstood my post. I brought up Rayman Legends as a contrast, something that a 2D platformer with separate levels can do that metroidvanias usually don't (i.e. have non-standard levels that play with previous assumptions).
Remind me, doesn't The Messenger have a few linear levels at first but then becomes a Metroidvania?
@SmaggTheSmug I completely misunderstood what you said. My point still stands in general.
And though I loved The Messenger, I still don’t consider it a MV. Definitely not in any traditional sense.
As with music, genre pigeonholing is overrated to me.
Sorry I'm late to the party. Been finally getting around to playing this game. I couldn't disagree with this review further. I found the fighting and movement controls to be a bit daft. I wouldn't praise it as an action platform. As far as whether or not it's a metroidvania. Well, when people say that, they actually mean 'like super metroid' and this game checks all of the boxes. It just happens to be split up a bit by hopping to different planets. However, with fast travel being implemented in this game.... it doesn't matter. You're going to abuse fast travel, so what's the difference gameplay wise?
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