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Absolum Review for PlayStation 5

“Absolum” Review by Nick Navarro

Every once in a while, a game comes along that completely reinvigorates a familiar genre. For me, “Absolum” is exactly that kind of experience. From the moment I threw my first punch in the shattered world of Talamh, I could tell this wasn’t just another beat ’em up; it was something crafted with genuine passion and precision. Built by Guard Crush Games and Supamonks and published by Dotemu, this game brings together the very same creative energy that made “Streets of Rage 4” such a knockout. But instead of just relying on nostalgia, “Absolum” takes a bold leap into roguelike territory and manages to land every strike with remarkable confidence. What immediately drew me in was how seamlessly it merges the raw satisfaction of a classic brawler with the unpredictability of a roguelite. Each run feels alive, full of new opportunities and risks. The premise alone had me intrigued: fighting as the outcast heroes of Talamh, rebelling against the tyrannical Sun King Azra and his Crimson Order. It’s a world defined by loss and oppression, but also defiance, and that mood runs deep through every part of the experience.

Absolum Review for PlayStation 5

From the first level, I was blown away by how dynamic the combat feels. Every hit carries real impact, and chaining combos together has that perfect sense of rhythm and momentum that makes you want to keep pushing for one more encounter. The four main characters each bring something distinct to the table. Galandra, the stoic warrior wielding her colossal sword and necromantic powers, feels heavy and deliberate, like every swing could split the ground. Karl, the last free dwarf, turns close-quarters combat into an art form, his fists and blunderbuss working in beautiful, destructive harmony. Then there’s Brome, a magically gifted frog whose aerial scepter attacks practically glide across the screen, and Cidar, a dual-dagger skirmisher who moves with lightning speed and precision. Experimenting with each hero was pure joy, especially since the roguelike structure encourages trying new playstyles every run. I loved discovering new “Rituals,” the game’s version of passive upgrades, which could completely transform how a character plays. One run might turn Karl into a walking explosion machine, while another might give Cidar’s quick strikes elemental bonuses that tear through enemy defenses. The fact that all of these upgrades are lost upon death keeps every session tense but thrilling. Even when I failed a run, I always felt like I had learned something new or unlocked a better build idea to try next time.

That sense of progression extends beautifully into the world itself. Between runs, I’d return to a safe realm where I could heal, shop for upgrades, and plan out my next assault against Azra’s regime. The way levels are randomized keeps the action unpredictable, yet the handcrafted artistry of each area remains consistent and captivating. From the glowing caverns of Grandery to the lush, enchanted forests of Jaroba, every environment pops with a vibrant color palette and intricate animation. Supamonks’ work on the art and motion here is nothing short of spectacular; every frame feels alive, full of detail and personality. The combat system isn’t just flashy; it’s layered and demanding. Perfect dodges, timed counters, and strategic mana use for “Arcana” abilities all make a huge difference in survival. When I managed to parry a boss’s attack at the last second and unleash a devastating special in return, it felt incredibly rewarding. And when playing in co-op, either locally or online, the action gets even better. Synchronizing attacks with a friend and pulling off massive chained combos brought back that old-school arcade excitement, but with a modern sense of precision and style.

Musically, “Absolum” is on another level. The soundtrack by Gareth Coker, with contributions from legends like Yuka Kitamura and Mick Gordon, gives every moment its own pulse and energy. One track might echo with the melancholy of a broken kingdom, while the next explodes into furious drums and strings during a boss fight. It’s a truly cinematic experience that elevates every punch and spellcast. If I have one minor criticism, it’s that “Absolum” can feel slightly repetitive in its early hours, especially when trying to unlock new abilities after a few failed runs. But even then, the quality of the combat and the fluid animation make it hard to stay frustrated for long. Every loss just pushed me to jump right back in, eager to see what kind of build or encounter awaited me next. That’s the hallmark of a great roguelike; it keeps you chasing improvement, one run at a time.

By the time I reached the later stages, “Absolum” had completely won me over. It’s rare to find a beat ’em up that manages to honor its genre’s roots while boldly experimenting with structure and systems, but this one nails it. The combination of responsive gameplay, incredible art direction, and meaningful progression makes every session feel special. Whether you’re in it for the thrill of perfecting combos, the joy of exploring new worlds, or the satisfaction of overthrowing a magical tyrant, “Absolum” delivers on every front. In a year full of standout releases, “Absolum” easily rises above as one of the best and most inventive brawlers I’ve played in a long time. It’s stylish, addictive, and endlessly replayable, the kind of game that reminds me why I fell in love with the genre in the first place. For fans of “Streets of Rage 4” or anyone who loves deep, fast-paced combat, this is an absolute must-play.

9/10

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Related: Nick Navarro Reviews

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Gaming since I was given an original Nintendo as a kid. I love great storytelling and unique ingenuity. When both collide in a single game, I'm a happy gamer. Twitter/IG @NickNavarro87

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