Gestalt: Steam And Cinder Review - Steamed Ma'ams

As someone who grew up playing classic Metroidvania games, I was thrilled to get my hands on Gestalt: Steam and Cinder. The combination of steampunk aesthetics and metroidvania gameplay was an irresistible draw for me.


The metroidvania genre is seeing an unprecedented surge in popularity, with numerous well-known titles like Hollow Knight and Axiom Verge, as well as larger budget games such as Batman: Arkham Asylum and Prince of Persia: The Lost Crown. Indie releases continue to pour in at a steady pace, making it challenging for any one game to distinguish itself. Among the latest offerings is Gestalt: Steam and Cinder, an indie metroidvania that sets itself apart through thoughtful and intentional design elements that honor the pioneers of the genre.

Metroidvanias like Gestalt blend features of Super Metroid and Castlevania: Symphony of the Night. While this is true for Gestalt as well, it particularly highlights and enhances their notable qualities. Super Metroid is known for its expansive, interconnected universe divided into several large areas, each functioning independently like mini-stages. Similarly, Gestalt boasts stunning pixel art and prioritizes smooth combat with a hint of role-playing elements, much like Symphony of the Night.

In Gestalt, you assume the role of Aletheia, a pragmatic bounty hunter who maintains a somewhat amicable relationship with Canaan’s ruling entity in this post-apocalyptic steampunk metropolis. The world has regained some semblance of order following a devastating conflict between clockwork soldiers and cursed armor, but the tranquility is fragile, and everyone can sense impending turmoil. Aletheia gives off the vibe that Canaan’s peacekeepers have attempted to enlist her services on several occasions, yet she has consistently chosen to forge her own path because she is, above all else, an unyielding and self-reliant heroine. The pursuit of bounties inevitably draws Aletheia into danger as she scours the outskirts of Canaan in search of answers regarding the true state of affairs.

As a gamer, I was thrilled to discover a game with a map divided into unique zones, reminiscent of Super Metroid’s diverse planet Zebes. Each area boasts its own distinct visuals, and progression is generally linear – finishing one stage before venturing into the next. Occasionally, I could revisit earlier areas to unlock new paths, but it was a rare occurrence that required me to criss-cross between zones repeatedly. This more structured metroidvania experience offered a nice change of pace, reducing the amount of backtracking and keeping the exploration feeling fresh.

Although the map in this game isn’t as intricate as the grid-style ones found in Super Metroid and similar games, you won’t experience the joy of marking off every small section on a map. Nevertheless, I managed to navigate effectively, even when revisiting locations to collect additional hidden items, indicating that the map was sufficient for my needs.

From my perspective as a fan, I’d say that in your game, exploration isn’t the main focus of your character’s abilities. Don’t get me wrong, there are some exploration-enhancing abilities, but they aren’t the key to accessing most areas. Instead, you have more common abilities like a double-jump or an air dash. These abilities function as gatekeepers, but they’re thoughtfully integrated into a vast upgrade system.

As a gamer, I was drawn into this game with its nostalgic vibe, but I was taken aback when I discovered a contemporary twist in its combat mechanics. At first, I tried to keep my distance from enemies, expecting that getting too close would lead to damage. However, just like in modern 3D action games, I could actually get up close and personal. I could hug enemies, charge right into them, strike, and then roll away to safety. It took me some time to get used to this new system, but once I did, it felt incredibly natural for the game’s close-quarters combat and dodge-rolling mechanics. It was a bit confusing, though, that forward and backward dodge-rolls were assigned to different buttons, even though they served similar purposes. I rarely used the backward dodge-flip.

In this combat system, a long-range pistol is another tool to aid you in battle. However, its ammo is severely limited and can be restored by performing melee attacks. Regular bullets work, but Tesla-charged bullets are essential for stunning stronger enemies and activating electronic devices. Engaging in fights involves a careful strategy: advancing to attack and build your meter, retreating to fire some debilitating shots, and then moving in for the final kill. This dance is exhilarating, and becomes even more intense as you unlock advanced abilities like charged shots or massive melee attacks.

As someone who has spent countless hours immersed in the world of Gestalt, I can attest to the game’s intricate equipment and item system. This feature added a layer of depth and strategy that kept me engaged throughout my gaming experience.

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Due to the intelligent enhancement and gear progression, I enjoyed a well-balanced and gradually increasing combat difficulty at the start of the game. However, the challenge didn’t fully adjust to match my growing strength towards the end. Initially, I attempted boss battles multiple times and frequently leveled up by grinding to access additional upgrade options before making another attempt. Eventually, I effortlessly defeated every boss on my first try with minimal resistance, leaving me feeling powerful but not particularly tested as I approached the game’s conclusion.

One area in which Gestalt: Steam and Cinder could have taken more cues from its influences, despite their differences, is in how they convey their stories. Super Metroid employs a minimalist approach, conveying most of its chilling narrative through silent scenes. Symphony of the Night tells a more elaborate story using brief, witty, and humorous dialogue exchanges. In contrast, Gestalt has an abundance of lore, which at times hinders the gameplay experience. The lengthy and intricate dialogue sequences are filled with technical jargon that can be confusing. I frequently found myself yearning for a reference guide to remind me of the significance of certain terms. By the conclusion, I had a general grasp of the overall message, but the story itself didn’t seem to warrant such an extensive amount of text.

Instead of getting bogged down in intricate conversations for most of my playtime, I found myself immersed in the intriguing steampunk setting of Steam and Cinder. I honed my skills in engaging combat encounters, and customized my character by completing the well-thought-out skill development system. In essence, this game offers an enjoyable escapade into classic Metroidvania gameplay, presenting a promising foundation for a new franchise.

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2024-07-17 19:39