Ultros Review: Exploring the Depths of Gaming Innovation

Ultros Review: Exploring the Depths of Gaming Innovation

Published Date: February 17

In a world with huge distinctions between retro-influenced pixels and AAA visual quality It can take many years for a game’s aesthetics truly stand out. Ultros definitely does by using an array of colors that offer more color than the Dulux book of swatches and a style of art that could be a perfect match for an album of the 1970s.

It’s difficult to quantify the unique beauty of Ultros visuals. In addition to the riot of color, the planet and its inhabitants are exquisitely constructed and sit in a place which is reminiscent of classic sci-fi cover art, with a variety of mechanically-infused characters and the juxtaposition of natural and mechanical surroundings. The mood is created with a background of ambient music which gives the experience a sense of strange – though some were hooks that felt familiar (one particularly made me think of the iconic X-Men animation theme).

The story of Ultros is unsettlingly enigmatic and surreal, perfectly blending with the visual style. You awake as a mysterious person in a secluded location without any idea of the way you arrived or what you need to do. In the beginning, you don’t have a weapon. You must take the initial linear path to locate an axe that will carry you through the entire game. While combat is a feature of Ultros and unlike most Metroidvanias it won’t involve upgrading or re-purposing the weapon you have. Later on, you’ll receive an improved sword, but it’s the only significant change to your arsenal. After you have completed a few elementary tutorial screens that instruct you to climb, jump and slide, you are able exploring the realm of Ultros. I found the main character to be a bit difficult to control initially which is probably due to the fact that I’ve just come by having just completed the latest Prince of Persia game which offers a more dynamic and exciting feel.

If you are able to get into the core of the game, you’ll notice that, in addition to combat and platforming, there’s a strong concentration on gardening. It’s not horticulture however in a Stardew Valley sense, but instead is about finding and planting seeds in different areas to possibly unlock secret passages or power-ups. It’s possible, as specific plants are required in certain areas for success, while the experience is intentionally unclear in assisting in this.

Completely completing Ultros will require a comprehensive knowledge of the various species’ characteristics and the locations of each, but there’s a main story to be told without getting too caught up in the details of the game. The game can be completed in just a handful of gardening minutes as well. The game will be much better when you can hold your hands on the majority of these crucial junctions.

Combat within Ultros is a good game and tries to inspire players to play with different strategies however it never becomes more than a necessity. This is in line with the overall theme of the game however it’s an boring experience. You are limited to a number of attacks and you must be careful not to repeat the same attack against enemies on a single occasion so that you can get the most beneficial rewards from the game. These drops, which are edible if you consume raw, supply nutrients which can be exchanged to power-ups at numerous save points that are scattered throughout the map. Each item comes with a unique mix of nutrients, and each power-up requires an individual mix of nutrients, and upgrading is an arduous process the usual exchange of currency. This process of upgrading can be further developed by the game’s primary gameplay mechanic, Roguelike loops.

Ultros isn’t a Roguelike by any standard, but each when you finish any of its main goals you’ll be back to the beginning and be required to re-learn the latest features and repeat your steps prior to being allowed to explore new regions. In terms of narrative, this is connected to the concept of restoration and death, and the life cycle of plants. However, when you first traverse the game, it’s more of something to be annoyed about. The good news is that upgrades are less expensive in time, but this is a question to ask how much this will become a chore dependent on the theme rather than being a fun mechanic. Exploring the map may give you some aid, since you will find items that be locked in certain abilities even when you are looping. They can be altered at any time which means you can use some sort of strategy.


Ultros is a genuine labor of love, and has many things to speak about the tension between peace and violence as well as environmental exploitation and other issues that are significant and are often overlooked in games. However, this particular theme can sometimes be incompatible with the game mechanics and may result in some initial discontent. It is clear from the beginning that the initial conclusion is not a good one due to the level of violence that is required to get there, however I could not justify the expense of effort and time in order to reach the better strategy. In the sense that this seems right to me since it illustrates why real change is so hard to achieve in more general ecological terms. The difference between what is being said and mechanism here isn’t as large as I believed.

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