Battling the Pantheon
Review
Apotheon,
Alientrap Games (PS4)
Abstract: Apotheon, created by Alientrap Games and released on PS4, is a
mixed bag. Gorgeous visuals, unlike anything I have ever seen in a game, make Apotheon a sight to behold every second
you are playing the game. The sweeping orchestral score and deep knowledge of
Greek mythology synergize to create an immersive foray into a war on Mt.
Olympus. Presentation isn’t everything though. Apotheon’s gameplay falls flat. A bizarre control scheme and floaty
physics make Apotheon unintuitive to
play and, often times, unenjoyable. An unevenness prevails throughout
Alientraps’ 2D brawler, where high highs are met with equally low lows. Apotheon’s unique artistic styling makes
it worth checking it out, but some serious faults cannot be overlooked.
Apotheon is a game I had my eye on for quite
some time. Around the summer of last year (2014), PlayStation Blog put together this
huge list of independent (indie) games coming to PS4 in 2015 and beyond. Each
title had its own post, detailing what the game had to offer. Dozens of titles
were previewed and, inevitably, I was curious which of the games would stick
with me over the course of the year. Apotheon
was certainly one of them. The gorgeous art style of the game alone had me
interested enough to habitually check in on its tentative release. The early
trailers for Apotheon also hinted at
a potential “Metroidvania” style of gameplay, which is a genre / style of game that
often resonates with me. As 2015 rolled around Apotheon’s release date was set for the first week of February,
ushering in rampant speculation that it may be included as a “free” title in
that month’s PlayStation Plus lineup. Thankfully, the rumors were true, and I
was able to pick up Apotheon without
reservation. Which brings me to today, the review.
Created by
Lee Vermeulen and the team at Alientrap Games, Apotheon is a 2D sidescrolling action game with Metroidvania
influences. Apotheon’s story retreads
the fairly well wrought trope of gods versus man. Due to an increasing lack of
respect for the authority of Olympus, Zeus and many of the Grecian pantheon
have turned their back on humanity, leaving the world in the state of total
chaos. The sky is dark because Apollo will not bring the sun, the seas are
flooding the cities and earthquakes run rampant because of Poseidon’s wrath,
etc. You play as Nikandreos, a Grecian hero who, with the help of his Olympian
ally Hera, seeks to take revenge on the petty gods and save the Earth from
total annihilation. Vermeulen’s selection of Hera as your ally was unexpected
and refreshing, as her desire to help you comes nearly entirely from a place of
disdain for her boisterous, philandering husband (Zeus) and less so because
“you are the hero of legend” or something similarly trite. Over the course of
the game, you combat the deities of Olympus to gain their power and overthrow
the tyrannical Zeus. The formula works for Apotheon,
and certainly evokes some of the same feelings I got while playing through the God of War series. That said, Apotheon does not do anything new or
exciting with the story, making it mostly forgettable by the time you finish
the roughly 10-hour experience.
Apotheon’s crowing achievement is its art
direction, which is immediately apparent. To be as concise as possible: Apotheon is beautiful. The game is
styled to look like paintings found on Grecian urns from antiquity, with their
stark black and white coloring used to depict heroes and stories, set against
the warm tawny-hued clay. Every single moment in Apotheon resembles one of these urn paintings, and does so
tastefully. At the same time, Apotheon is
not afraid to depict locations and monsters of its own making that feel
completely at home in the aesthetic. The art is consistent and evocative. I
found myself stopping to admire each new location, character, and monster
because of how skillfully and interestingly they had been rendered into Apotheon’s art style. The fact that,
even in motion (i.e. during gameplay), Apotheon
looks this great is no small achievement.
Looking really good there, Apotheon. |
“Sumptuous”
is a word that comes to mind when trying to think about Apotheon’s art—playing the game is certainly a feast for the eyes.
No feast would be complete without the side dishes, and thankfully Apotheon delivers an impressive final
package. A great soundtrack compliments the gorgeous art, and works
synergistically to create that cinematic and “epic” feel you would expect from
a clash against the Olympian gods. The voice acting in the game particularly
impressed me, too. Many indie games forgo voice acting in favor of text boxes,
for artistic and, likely, budgetary reasons. But Apotheon features voices for essentially every god, each evoking
their distinct personalities. Voice acting is a small touch, but one that had a
substantial impact while playing through the game. All of these things, the
art, the music, the voice acting, come together to create a unique, and
thoroughly impressive, presentation.
When
playing Apotheon, it is clear that
Vermeulen and Alientrap have a passion for stories from Greek antiquity. Though
I would never claim to be an expert, I am relatively familiar with the stories
and goings-on in the world of the ancient Greek gods. I have read the Illiad, Aeneid, and Metamorphoses
and took a decent handful of classes in college about Greek & Roman
mythology. All of this is preface to say that Apotheon’s depiction of the Olympian gods is probably the closest
to their literary depiction as I have seen in any video game. Apotheon nails their personalities:
Athena is cunning and loves puzzling the player, Apollo is self-obsessed and
lords his control of the sun over humanity, and the list goes on. There is also
a subtly by which the personalities of the gods are brought to bear: no god
greets the player like, “Tremble before me Nikandreos, for I am the goddess of
the hunt and fertility!” Well, except maybe Ares. But that fits too. Each god
you encounter has his or her own zone in the game. These carefully crafted
areas are again reflective of the gods themselves, and give Apotheon a great variety of locations to
explore. Within these zones are the challenges each god forces upon you and,
for the most part, these too succeed in feeling true to the gods they represent
and keep the game varied. Apotheon also
contains loads of small nods to some of the lesser-known tales from Greek
mythology, like that of Actaeon and Persphone. Finally, stone tablets scattered
throughout Apotheon contain quotes
from Homer, Virgil and Ovid, contextualizing the area you are in or the actions
of the gods. I appreciated the respect Vermeulen and team showed for these
texts, and I love that people playing Apotheon
could potentially be seeing these words for the first time. Through and through
Apotheon shows a deep respect and
knowledge of Greek mythology, and the game is much stronger for it.
When it
comes to the actual gameplay, however, Apotheon
is a thoroughly uneven experience. The gaming press’ insistence on labeling Apotheon as a Metroidvania does the game
a disservice. Many design elements are shared between Apotheon and that style of game, such as the 2D exploration and
ability acquisition. What Apotheon
really lacks, that makes a game a Metroidvania, is using new powers for
exploration. This model of beating a boss, gaining a new power and then being
able to explore previously locked off areas is essential to Metroidvania’s, and
gives the player a clear and rewarding sense of progression. By the end of your
typical Metroidvania (Super Metroid, Castlevania: Symphony of the Night,
Guacamelee!), you feel powerful and
have explored every nook and cranny of the world. In Apotheon, beating bosses always results in one of two outcomes:
some stat boost or combat ability. In every instance these bonuses do not
affect the ability of the player to explore. Often these power-ups are so
subtle that I hardly noticed any difference after obtaining them. This design
choice eliminates the free and organic sense of progression, reducing it to a
linear “beat this god, beat this god…beat the game” model. Exploration is nice,
but the game gives the player only limited rewards for doing so. It is not a bad player progression model per se,
but for me, it was less satisfying. Apotheon
shares more DNA with old school arcade beat ‘em ups like Golden Axe than with Super
Metroid in many ways. Apotheon’s
core is a 2D brawler; once I had the proper frame of mind, it allowed me to
ditch some of my loftier Metroidvania expectations.
Excellent
combat is essential to any 2D brawler—it has to be fun and fluid to keep you
engaged. Apotheon’s main focus, from
a gameplay perspective, it is combat. Unfortunately, Apotheon’s unevenness is at its most evident when considering the combat.
Fighting enemies is clunky, slow, and not terribly fun. A lot of this stems
from the unusual control scheme in the game and Alientrap’s focus on creating precision-based
2D combat. To attack an enemy in Apotheon
you have two options: to attack them directly with your weapon or to use ranged
weapons. Each of these attacks can be aimed by use of the right analog stick on
PS4, moving the attack up or down accordingly. This is important, as many
enemies have shield that can block direct attacks or weak points that demand a
precise strike. This control system is awkward to execute, since you constantly
have to move your right hand between the face buttons and the right stick. Having
to move your hand around slows down the combat substantially and removes most,
if not all, of the fluidity. More often than not, I would forgo aiming my
weapon because it felt so unnatural to perform. Ultimately, it feels like are
stuck between a rock and a hard place: if you try to play precisely, the game
feels and plays badly, and if you let the game aim for you, combat turns into a
monotonous mash fest. Apotheon’s combat problems are accentuated by its
floaty and slow movement systems. This makes both the platforming and combat in
Apotheon feel clunky and imprecise. It’s
not all bad, though. The combat still can be quite fun during one on one encounters
because of this more slow paced design. I also really enjoyed the item
degradation system, which forces the player to switch between weapons
frequently. Some of this is made moot by the frequency by which you acquire new
weapons, but overall I enjoyed how the idea played out. Lastly, weapons felt
unique, especially the rare weapons you could find throughout the world. The
flaming sword was a particular favorite.
The same
characteristic unevenness is prevalent in the world design. As I mentioned,
each god has his or her own specific zone. Some of these areas are great:
Hades’ underworld looks and plays great, and I really enjoyed the forest of
Artemis. The boss fight against Artemis is a particular standout. The fight
made you rethink how you played the game and had a nice thematic twist. Other
areas are less successful. I loved the design and progression in Athena’s zone.
The rotating labyrinth filled with puzzle and skill challenges was a perfect
fit for Athena’s personality and was truly spectacular to behold. However,
while the ideas in her area were great, the controls made getting through it a
nightmare. In several instances you had to precisely shoot arrows across the
map and, given how clunky the controls are, what resulted was frustrating trial
and error. Many of the remaining areas had good ideas but were plagued with equally
as many missteps. I enjoyed the oceanic feel and the attempted sea map based
exploration in Poseidon’s zone, but getting around was a chore and the boss
fight at the end was terrible. The final area in the game, commanded by Zeus,
was perhaps the weakest in the game and ended up feeling incomplete.
Athena's zone map. A perfect fit for the goddess, but getting through it was frustrating in all the wrong ways. |
Apotheon is a game I wish I enjoyed playing
as much as I did looking at. Frustrating controls and combat that ranged from
boring to infuriating hindered my full enjoyment of the final experience.
Still, Apotheon has a lot going for
it, and is worth checking out if you’re into Greek mythology or 2D action
games.
Apotheon
3/5
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