Scroll through the eShop any week, and under the new releases section, you are bound to find a Metroidvania, if not several. The genre is packed with so many games that few manage to break out. However, Red Candle Games' Nine Sols did manage to make a name for itself earlier this year on PC, and now that it has come to Switch, it is clear to see why.
It fuses the intense, precise parrying system seen in Sekiro: Shadows Die Twice with satisfying skills, abilities, and upgrades that are all accentuated by strong sound design and visuals. While the worldbuilding and design didn't particularly grab us, its combat is enough to make it stand out when compared to its 2024 Metroidvania competition.
As Yi, you are betrayed by your peers, left abandoned. Many years in the future, you are awoken by a boy, Shuanshuan, and revered as a long-forgotten hero. After recovering your strength, you disrupt a sacrificial ritual in order to save Shuanshuan and take revenge on those who left you for dead, and you (as the player) must set out to discover the truth of the land for yourself.
Described as 'Taopunk', Red Candle Games calls the world design a mix of cyberpunk and Taoism, the latter a philosophy and religious belief originating from China, where animals and humans live in harmony with the universe. This gives the game's narrative and art style a traditional, ornate aspect that didn't work for us as much as we had hoped.
The two halves often clash rather than interweave nicely. For example, the futuristic areas, robotic enemies, and cyborg bugs sit alongside environments and backgrounds that feel at odds with these techy enemies. Additionally, an earthy, airy soundtrack that makes use of traditional Chinese instruments doesn't always work for a similar reason, despite it being rather excellent. Overall, the cyberpunk and Taoism styles just don't gel well, and a more focused design would have felt more memorable and engaging.
Despite that, the art and animation here are fantastic, with incredibly smooth movement, well-telegraphed attacks, and clear visuals, whether it is the glint of a spear about to attack or the way Yi's cape flows after a grapple. The overall revenge narrative and Yi's character arc are one of the game's strongest parts, too, and carried us through those moments when the world design wasn't working.
Combat was also a huge part of what hooked us. Compared to some Metroidvanias, Nine Sols strikes an excellent balance. It isn't as finicky and precise as something like Hollow Knight, but it isn't a complete breeze either. Instead, the closest alignment is actually Sekiro, as mentioned. Nine Sols is a game about playing defensively, blocking and parrying attacks, only to then unleash powerful flurries or special abilities to destroy your enemies in one fell swoop.
While this can be done through your main attack, you also have access to a variety of Talisman abilities through the skill trees. These broaden your options as you play. The first one you get, Qi Blast, allows you to hold down the 'R' button to dash through an enemy, apply a Talisman to them, and charge a huge explosion while they recover from their attack.
It is all very stylish and extremely satisfying, thanks to some great sound effects, like the clang of a parry. It's also challenging, especially as you progress, requiring better parrying skills and timing from you in a natural way. Nine Sols' combat never feels unfair, but it is fairly unforgiving if you are new to demanding Souls-like combat. The 'Jades' upgrades available as you explore can help here a bit, offering passive buffs that boost your attack capabilities. These can include making you uninterruptible during a certain move, damage increases, or slight stat boosts. Even with these upgrades there is still a high skill floor.
These abilities expand as you progress and explore new areas (such as being able to jump on enemies that perform unblockable attacks to counter them). You can change these attacks by obtaining new skills, such as being able to hold down the explosion charge for longer to deal more damage. The skill tree is expansive, with options that actually matter. It's not too big, and the choices you make don't feel like small incremental stat boosts or tweaks. This provides a lovely sense of progression throughout and as you move from boss to boss throughout the 20-or-so-hour journey, alongside the traversal and exploration abilities you get when moving between each area.
Speaking of bosses, they are often highlights and focal points in between combat encounters, as you would expect. From large knights, mysterious sorcerers, ancient samurai, and hulking techno-infused monsters, they make for inspired designs and really stand out from the rest of the game whether they are core fights or optional. The fusion of cyberpunk and Taoism tends to work slightly better in the boss fights, although not flawlessly. Nine Sols also takes another note from Sekiro's book here, allowing you to do anything you can do to a regular enemy to a boss. Whether stacking Talisman effects or stunning enemies out of unblockable attacks, this decision is the right one and creates an epic duelling atmosphere in every fight.
However, the map to get around these areas in New Kunlun isn't great. While the individual area map is okay, the larger world map that links areas and shows connecting paths is difficult to navigate and unclear on where and how to actually move between each one. While it doesn't outright ruin the experience, we did get frustrated fairly often when having to backtrack to a healing spot or the game's main hub to upgrade and buy new items. Those feelings quickly dissipated, however, as soon as we began fighting enemies again.
Finally, it's worth mentioning that the game feels built for the Switch. Scenes are crisp and the visual effects look stunning, especially on the Switch OLED. The game manages to maintain that resolution while running at smooth frame rates, delivering fluid gameplay that never saw any distracting performance drops in our time with it.
Conclusion
Combat and progression are the best parts of Nine Sols, and they manage to rub away the blemishes occasionally found in the game's map design and exploration. It's a really great blend of systems from other games with a fantastic revenge narrative. While aspects of the world design and 'Taopunk' style feel mismatched, there is always another enemy around the corner to fight, reminding you just how good the core gameplay is.
Comments 30
I've been watching this for a while
This was already on my wishlist.
I'll buy it digitally and in the meantime wait patiently for a physical copy.
Hopefully a nice CE from Premium Edition.
Just preordered Turbo Kid Deluxe Edition from them so fingers crossed they pick this up.
Here's a link for those that are interested in what looks like another great unique Metroidvania, BMX + MV = yes please!
https://premiumeditiongames.com/products/turbo-kid-retro-edition
I don't like these Hollow Knight wannabe Metroidvania games trying to out do my Samus' genre. They need to shut their mouth and know their role.
Definitely something I'm gonna add to my wishlist, glad to hear it runs well on Switch!
Did you finish the game? I've heard some people say the final boss is a ridiculous spike in difficulty and soured the overall experience. Did you find that to be true?
Just downloaded it on Gamepass! Excited for this
@sketchturner if that's the case, I'll take a pass. I could easily plan on GP. Not to mention, the poor map design is an issue too.
This sounds interesting.
Was just watching the trailer before seeing this review. Looks good enough to be worth a punt, if not quite standing out from the crowd.
Oh heavenly delight another game about parrying in a small frame window or you’ll eat ****, let me guess it has bullet hell spam too? At least it doesn’t have procedurally generated levels.
I just don't understand how difficult it is to make a properly readable map. Man, what a shame. But glad that's the only real drawback here.
Looking forward to the physical edition ..
I forgot about this game, but it looks and sounds amazing. I appreciate the review. It's a pity the map isn't better, but that's always a risk with metroidvanias.
@N8tiveT3ch still think Dread controls better than almost any game this generation.
@N8tiveT3ch That'd be perfectly fine with me if Nintendo released more than 1 2D Metroid game a decade, but alas... we need these games to fill the gap. Hollow Knight is on par with Dread for me, probably my 2 favorite MVs of all time (Edit: to be clear, Super Metroid and CV:SoTN were and still are amazing for their time - I grew up playing them - and their influence is difficult to overstate - but HK and Dread provide smooth controls and exhilarating gameplay while maintaining the sense of atmosphere and exploration that makes this genre my favorite).
This is a great game for anyone who loves Hollow Knight and/or Sekiro, and is looking for a challenge.
Well here goes another Metroidvania title that I'll have to add to my long list of Metroidvania games to beat.
Started it today and loving it so far. Could be a late addition to my top 10 for the year. Feels like an heir to Hollow Knight of sorts.
What a year for Metroidvanias!
If a physical turns up, i will probably cave, I love a Metroidvania now a days
Thanks for the review, curious to see how I'll personally feel about the "Taopunk" style (while I definitely won't be a fan of the difficulty spike mentioned in the comments if confirmed and it's a bummer that the larger world map is poor) when I eventually give this a try for sure!
@dartmonkey There's a typo when you can fix it: "Even, with these upgrades there is still a high skill floor."
"Poor map design"
Better than Hallway Knight
I got this yesterday and can't put it down. I honestly don't get the hate on the map. It's better than a lot of others and at least you can zoom in pretty much to your heart's content. I also love the style throughout and don't get a big clash. There were some scenes that shocked me in a good way.
My only criticism is the music: there are some areas where it can become annoying. But outside of that, this is a contender for my favorite game of the year.
Wait, didn't this come out some time ago? Ohhh, it was Bo: Path of the Teal Lotus, wasn't it? The games look almost the same and both are metroidvanias, lol. Is this one easier? I rage quit Bo.
@Provanities is it easier than Bo? Or haven't you played that one?
Removed - inappropriate
@gabrigoes I'd say it's a bit easier than Hollow Knight, with two caveats. One, I'm not done yet, and two, it might just be that Hollow Knight made me better at these games 😅 but I haven't gotten stuck anywhere for long in this one
an amazing game, just be ready for quite the challenge. And the final boss... let's just say I beat everything, then actually gave up on the final boss, even on easy mode. First souls like game I just gave up on at the end.
This reminds me of Bo teal lotus, hope this won't be disappointing like that one. That game also had a really boring long final boss.
@gabrigoes this one is much harder than Bo for me. I usually like do dash/avoid in games like this and well the first big boss tells you "parry or die" well I died a bunch but learned the parry and beat him without getting hit. I would say go slow and learn enemy patterns, and it becomes much easier but still a challenge. One thing I always hate in games is here also, no auto heal. We are playing a video game let me heal with a button press...
Pretty overrated and overhyped. There are so many better options.
Have just started about an hour ago.
Good a time as any to learn Soulslike combat!
I love how protag Yi's whole combat style is blocking swords with his bare hands, running past, and sticking the Taoist Talisman equivalent of a sticky 'nade on their back. I'm struggling early on, but happy to take the effort, so far. Feels like it'll all come together nicely into a dance of gory death eventually.
Speaking of gore... never expected this much of it.
First cutscene at Yi's betrayal, is like... "Maybe you might wanna tuck in your liver, right quick, Yi."
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