Morbid Metal's sword combat is astonishingly impressive for a game developed by a solo creator.

Morbid Metal gives the sensation of Sekiro at triple speed and truly astonished me when I first experienced it.

If I were to encapsulate the demo of Morbid Metal in a single term, it would be flow. The virtual combat is an art form of its own: blocking, parrying, dodging, striking, thrusting. Based on the weapon or the player’s skill, the steel dance can swiftly devolve into a clumsy gauntlet. I lose my footing, stagger, and at times just hit individual buttons in a frenzy. Even during the tutorial, my movements integrate together remarkably smoothly and instinctively, as if I’ve never done anything else. I glide over gaps, hoist myself up on handholds, and dance through foes. As always, a flash in the mechanical eyes indicates the perfect moment to evade. I hit the right button and execute an impressive finisher almost by instinct.

The free demo of the action game lasts about 20 to 50 minutes – based on my performance. Because although the graceful fights may seem so choreographed that they nearly play themselves, Morbid Metal demands precision and quick wits from me.

Fight until the simulation breaks

<pIf I were to make a comparison, we’d likely find ourselves between Devil May Cry, Nier: Automata, and Sekiro. Thematically and in terms of gameplay. After experiencing the game, it’s still challenging to discern what the story entails, but the Steam page hints at a rich lore. There are already hints of this amidst the stylish combos when an AI voice mockingly remarks that I’m annihilating my own kind to establish my worth in the simulation.

I am interchangeable, a mere toy – but will that always be the case? Morbid Metal follows the classic cycle familiar from roguelites. Upon death, I always restart and diligently eliminate groups of robotic foes, who then present me with a choice between three random upgrades.

For instance, a specific attack may become significantly enhanced, or I might start regenerating health through perfect dodges. This makes me grow stronger and introduces variety as I adjust my fighting style accordingly.

If my health hits rock bottom, the journey begins anew. What persists are permanent upgrades and the characters I’ve unlocked, which are available in every attempt.

Four heroes in one

However, I don’t select the heroes of Morbid Metal prior to the run. I can swap them during battle. This enhances my combat strategy: While Flux glides across the battlefield like a samurai, executing rapid slices through the air, Ekku sends foes sprawling with powerful area assaults.

Enemies engage me in diverse ways and are often quite numerous. That’s why the battles feel most exhilarating when I switch regularly and endeavor to counter them with my heroes’ strengths. Everything transpires so quickly that I have no time to second-guess, I simply leap into the fracas.

There will be a total of four playable heroes, which I can seamlessly interchange during my run. Each one features three special attacks and a rechargeable super attack.

Between Sekiro and Cyberpunk

While playing the demo, I traverse the initial, very linear level, which is visually stunning. With its steep mountain slopes and Shinto gates, it evokes memories of Sekiro. Yet, futuristic elements continually clash with the picturesque Japanese-inspired scenery, clearly indicating that I’m in a machine-dominated world.

The environments are partly procedurally generated and partly handcrafted, and are said to contain a wide range of biomes, including remnants of humanity and a barren desert. Each level introduces fresh enemies, bosses, and upgrades that aid me in the long haul.

Born as a small labor of love

Everything appears meticulously planned and polished, with a distinct focus on one core concept: A roguelite with stylish combat where I can switch my heroes right amid combat. No frills, just the essentials. Thus, I’m even more amazed to learn that the game was initially developed by just one person.

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