12.8 hours played
Written 18 days ago
This is a special game. I don't like it at all, but I do think it's special. It's definitely something that would be worth doing a design analysis for.
Absolver is strongly inspired by the fighting game genre and borrows heavily from its mechanics, but ultimately takes those too far for its own good. The main loop comes down to performing cyclic "combo sequences" out of different stances. Individual attacks leave you in new stances, which then again rotate to other stances. At any point during any said stance you can perform one particular "special" attack from the current stance you are in (which is, by all accounts, just a regular attack -- but the point is you use these to slot "slow" attacks that have some special effect, like "guard break" or having especially large range/damage). The exact sequences you will be performing you decide yourself through your "combo deck". It's a very unique take on fighting games and I really don't think I have ever seen anything quite like it.
Unfortunately the game over-commits: there are too many moves, to many different attacks with different associated "ranges", damage profiles and frame-data, which are ultimately all reduced to just chaining the most safe attacks every single time. You never want to start a combo with something that has a long startup. You never want to use attacks that strike straight ahead of you. It's like taking a fighting game and then saying: "ok, pick any move from any character" and you always end up with some bland, extremely obvious min-max solution that leaves 95% of the other moves at the wayside. Perhaps there is a good reason this concept was never attempted.
Absolver is also VERY pretentious game: it takes itself very seriously and it is obvious that not much reflection was done beyond the original vision (which, as admitted before, is indeed quite special). As a result you have this elaborate "combo deck", many different animations and a near infinite amount of possible mixups. That brings me to my biggest problem: the whole game is entirely attacker-centric. In theory, defending parties have access to dodges in four directions: jump, duck, dodge left, dodge right. In reality, this requires you to read some 10 frame startup animations that, quite frankly, just isn't communicated well enough to demand such extreme execution. So what about doing reads then? Well -- the attacking party has up to 16 different attacks, all which different frame data, all of which can be mixed up entirely for free and all of which can be canceled during the startup frames -- again, for free. So good luck doing anything but holding the block button sprinkled with the occasional gambling sidestep.
The degree of accessibility is beyond parody. The game explains practically nothing. It explains stances in a vacuum without tying it into the combat loop. It explains nothing about frame data. It barely explains the combo deck. Without watching an hour long youtube tutorial you will not have the faintest idea what is going on in this game. Visual communication is unacceptably bad too: some attacks are "guard breakers", causing related limbs to glow red. Unfortunately, this effect can be partially obscured by equipment. The whole game demands you learn how to read animations in order to react, but quite frankly they just aren't at the level of refinement this is a reasonable ask of the player. Enemies attack from off-screen all the time. All of these flaws culminate in "skill" being almost entirely equivalent to a knowledge check, and a very, very elaborate one at that.
Absolver is not a good game. It's not horrible either. It is a game that takes itself far too seriously and should have reflected more upon the basics. What the game did achieve is convince me that this direction of fighting games could work. Unfortunately this is not the game to achieve it.