"Absolum: Stunning Roguelite by Streets of Rage 4 Creators"
Guard Crush Games, the developers behind the acclaimed *Streets of Rage 4*, are teaming up once again with publisher Dotemu for an exciting new project. This time, they're bringing us *Absolum*, Dotemu's first original IP. With stunning hand-drawn animations crafted by Supamonks and a captivating soundtrack composed by the renowned Gareth Coker, *Absolum* is shaping up to be a powerhouse of talent. My hands-on experience with the game, lasting over an hour, suggests that this project is poised for success.
*Absolum* is a roguelite side-scrolling beat-'em-up action-RPG that promises deep replayability through branching paths, quests, diverse characters, and challenging bosses. Having played it, I can confirm these features are indeed present and impressive. The game offers a visually stunning fantasy experience, featuring multiple player classes like the sturdy, tank-like Karl and the agile, ranger-esque Galandra. Players will find themselves battling evil creatures, destroying environments in hopes of finding health-restoring items like carrots, exploring buildings for treasure or facing ambushes, and tackling bosses with massive health bars. The cycle of death and rebirth adds to the game's allure, and while I didn't get to test it, *Absolum* also supports two-player same-screen co-op.
For those of us who fondly remember playing two-player beat-'em-ups in the arcades of the 1980s and early '90s, or classics like *Golden Axe* on the Sega Genesis, *Absolum* offers a nostalgic yet fresh experience. The game's Saturday morning cartoon-style art and animation contribute to this feeling, while its two-button combat system, though simple, allows for varied attacks based on the enemy. The roguelite elements modernize the gameplay, enhancing replayability and adding a layer of challenge.
AnswerSee ResultsAs you progress through *Absolum*, you'll encounter both hidden and obvious power-ups. These can be equippable active weapons or spells, activated via triggers and face buttons, or passive items in your inventory. The items randomize with each run, introducing a risk-reward system that can alter your strategy. For example, during one run, I equipped two orbs that boosted my damage by 20% each but reduced my health by the same percentage, leaving me with a perilously small health bar but capable of quickly dispatching foes. Fortunately, you can discard any item at any time if its trade-offs become too burdensome.
Absolum - First Screenshots

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True to its roguelite nature, *Absolum* features a realm where players can spend in-game currency on items or power-ups for subsequent runs upon death. Although this feature was not fully implemented in the build I played, it adds an element of strategy and progression to the game. My encounter with the first major boss—a mammoth troll wielding a giant mace and summoning smaller goblins—highlighted the game's challenge. While I couldn't experience two-player co-op, it's clear that this mode could enhance the gameplay, splitting the boss's focus and adding to the nostalgic charm of classic beat-'em-ups.
With its unique art style, engaging animations, classic side-scrolling beat-'em-up mechanics, and the roguelite loop, *Absolum* holds tremendous potential. The developer's experience in the genre further boosts my optimism about the game's future. For fans missing the joy of couch co-op, *Absolum* promises to be a refreshing addition. I eagerly anticipate playing a more refined build as development continues, and I remain incredibly hopeful about its success.
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