A cruel opening that turns generous, if you let it
Hours played · second run
The first eight hours are a filter, and a badly explained one. The game withholds the two systems that make it interesting — a stance mechanic and a resource you can bank between attempts — behind a stretch of combat that punishes exactly the instincts it later wants you to abandon. Ottilie bounced off it in 2024 and only came back because the second run was on the schedule.
From hour nine, though, it becomes one of the most patiently designed action games of the last five years. Enemy placement stops being an obstacle course and starts being a series of arguments. On the second run, with the map memorised, the design reads as almost polite: every ambush has a tell you were shown twenty minutes earlier.
Where it thins out
The final region reuses three arenas and pads the route with respawning patrols. By hour seventy-one we were finishing it out of completeness rather than interest, which is exactly what the second mark on the rail is for.
Reviewed by Ottilie Vance · both runs on the hardest available preset · no code supplied by the publisher