I didn’t know I wanted a 2D Sekiro until I played Nine Sols!
Metroidvania is an undying genre, bringing gamers timeless classics like the Castlevania and Metroid series, and recent hits such as Animal Well and Katana Zero that, while taking inspiration from the classics, blend unlikely genres to present gamers with unique experiences.
Nine Sols, developed in the same vein by Red Candle Games, is a metroidvania that blends the Cyberpunk genre with Tao-ism and Far Eastern mythology. Nine Sols, the first ever “Taopunk” game, is a worthy homage to Hollow Knight, Sekiro, and Katana Zero.
In Nine Sols, you take the role of Yi, a former Sol, in his journey to eliminate the nine Sols who are leeching off a primitive race using advanced technology. Sols are powerful beings who seem to be the ones in charge among the people who have invaded this race.
As soon as you start this game, you see Yi fall to his near death, and then get taken care of by ShuanShuan, an orphan who ends up becoming one of the main catalysts of the plot of the story and the protagonist’s development.
Yi is a nonchalant, action-over-words protagonist who is seen to let logic take precedence over emotions in the story, but as the game progresses you witness his soft side which had always been present within him.
The storytelling takes a backseat as you are given bits of dialogue, flashbacks, and collectibles that enrich the story throughout the game. Alongside little cutscenes, there are comic book-style panels that appear at key moments that supplement the story nicely. Although I wish the characters had been a bit more fleshed out by more dialogue, I understand that there is the risk of it getting in the way of the gameplay.
Speaking of gameplay, the combat in Nine Sols is fluid, tight, and unrelenting. Yi has a Qi sword, the ability to parry, a talisman that explodes, and a dash along with a bow that fires a Qi beam, and more introduced to you as you progress through the game.
You also find Jade charms that offer passive effects akin to the charm system in Hollow Knight, and a skill tree enhances combat and traversal abilities, such as deflecting projectiles or performing a downward attack.
Just like Sekiro, you can parry just about anything. When an enemy is about to attack, you hear a distinct sound and their weapon glows either white or red before each hit which allows you to prepare for them. If they glow white, you can parry them head-on and if they glow red, you must jump and parry them, gain some airtime, and then choose to counter them however you see fit.
The parrying system rewards accurate timing with no damage taken, while less precise parries result in recoverable damage. This system encourages players to stay calm and learn enemy movements without harsh penalties for near misses.
The enemies have distinct and choreographed attack patterns that can be learned easily from encountering them a few times. You are expected to pull off tight movements and keep track of attacks and projectiles by either dodging them or parrying them while sneaking in attacks in between all of that. It is a tall order, and it can feel impossible at times, but none of it ever feels unfair.
The boss fights are the highlights of the combat and there are plenty of them alongside the nine Sols found in the game. Each boss expects a different approach to them, but it always boils down to how well you can use each of the tools given to you as there is an opportunity to use each aspect of your utility.
If you die a lot, there are plenty of “bonfires” throughout the game and the runs back to bosses are never long. If you want to focus on just the story, there is a Story Mode as well that eases the difficulty of the combat, however, once you switch to it you cannot switch back to the Standard Mode.
Movement in Nine Sols is a highlight, with fluid mechanics like wall running, grappling hooks, and bouncing off objects. As you progress, you unlock more abilities that make traversal even more satisfying. However, the map system is lacking. Your map is as barebones as possible, showing only the zone you are in and not your exact location. You must bring your mapchip to a certain NPC that makes your map more detailed.
My only complaint about this system is that you have to click on each area to see the detailed map, instead of it being available right off the bat. Later in the game, you are given the option to fast travel from your bonfires, before this, you could only fast travel to the hub world and back to the last node you traveled from.
Nine Sols’s art style and atmosphere is mesmerizing. The muted, but varying colors represent the rich Tao history while being thematically accurate to how visceral this game can be. I found myself marveling at the art direction of each new zone.
The NPCs, enemies, and bosses of Nine Sols are also beautifully designed and what’s most impressive about all this is that everything, including the movements, is painstakingly hand-drawn. The hard work truly pays off as the game looks absolutely stunning.
The sound design of Nine Sols is no slouch either. Each area and especially each boss has its own soundtrack of traditional far Eastern folk music with hints of bass, drums, or electric guitar at times to represent the cyberpunk setting. Each attack and parry have distinct sounds that offer feedback, making the fights all the more satisfying.
I found myself with goosebumps at certain boss fights when the music and sound effects coupled with the art direction all came together. Even some tears were brought into my eyes when I beat the final boss, because of how cool it was and how cinematic the fight felt. After I had figured out the combat, I genuinely felt like I was the main character who was on par with the ethereal beings that were the Sols.
Nine Sols is an excellent game that is a must-play for all Metroidvania fans and is seriously worth considering for those who are new to this genre. Its precise and satisfying combat, breathtaking art direction, and stellar story make it a worthwhile experience. The high difficulty and unique bosses make it incredibly replayable as well. This game is not just a perfect homage to the games it takes from, but it is its own unique concept as well due to its design, cultural representation and gameplay.