There was a lot to like about this game. It was creepy and atmospheric, it was simple yet involved and it was engaging and beautiful to look at. But there were a couple things about this game that gave me pause, including the depiction of the alien overlords at the end of the game and the player movement speed, an important game mechanic in an atmospheric walking simulator.
Teotl Studios and Grip Digital did a really good job of introducing a slow build from a strictly survival-based game to one with elements of mystery and horror intertwined. It could have felt really tedious in the beginning (and did, to a certain degree), but instead I was drawn in wondering how the Solus spaceship crashed and who could live on the capricious watery island setting even before the game introduced the concept of a prior civilization.
As I walked beneath the surface of the islands and deeper into the complex cave system, I could feel the constant pressure to survive easing, replaced instead by the burning desire to solve the mystery of who had lived – and died – here before I arrived, who the Sky Ones were and what they had done to the planet’s inhabitants, and how all of it related to the spaceship crash at the beginning of the game.
I got irritated with the game’s mechanics occasionally, but overall I think “Solus” managed to enforce the game’s mechanics in a way that didn’t take too much away from the overall mystery and atmosphere of the game.
This game really shines in its graphic and epic world-building aspirations. The game world is huge with several large cells of various weather situations and topographic builds and multiple similarly designed cave cell systems.
However, that carefully created world and all its intricate topography, hidden caves and tunnels, and mountainous hills of geometric columns, felt a little too big sometimes. It often drove me to distraction and I spent countless hours roaming the open wasteland of the islands or the claustrophobic insides of the watery tunnels searching for secrets or relics or hidden caches of alien food.
And while “Solus” was no doubt designed for that sort of aimless open world roaming exploration, it often crossed the line between fun discovery into painfully boring walking.
Part of that may have been the movement speed enforcing a glacially slow pace. Although there were relics to increase the overall speed, it never felt fast enough to justify a slow trip across the swaying fields of red island grass. The swimming speed was also incredibly slow and while I would have loved to explore under the fickle waves of the various islands, the swimming speed was never fast enough to allow me to do so.
Essentially, I got bored and frustrated with a lot of the exploration mechanics well before I found all the notes and relics. While some might say I just wasn’t determined enough to find all the extras in the games, I think part of my frustration was justified due to the slow movement pace that didn’t really increase no matter how many relics of speed/movement I found.
In addition to my concerns with the speed of player movement, I also had a serious problem with the ending. Not with what happened, exactly, but how everything was wrapped up and all the questions it left unanswered.
- What exactly did the Sky Ones do to the previous inhabitants of the island?
- What is the genetic relationship between the humanoid previous inhabitants and the humans of the Solus Project?
- And what in the flying hell is that black ball of rage and why is it constantly trying to kill me?
Some of these questions might have been answered in all the tablets and drawings I know I didn’t find among the giant map cells of the game, but I don’t think all of them were.
Regardless, I think the reliance on such a stereotypically alien image — a giant UFO, a strange green power emanating from a staff held by a cloaked leader, the final survivor being taken away for questioning with strange medical devices positioned around them, etc. — was a little trivial and banal. It felt a little hackneyed, not to mention disjointed at times with the supposedly advanced cloaked aliens carving notes into stone tablets while simultaneously using television screens to monitor the island’s inhabitants.
Despite the rushed ending and its clichéd reliance on alien stereotypes, I really enjoyed the game and I definitely think it merits a playthrough if you like survival horror walking simulators. It’s important to note that this game was designed with VR capability in mind as the game asked me every time I launched it whether I wanted to play it in VR, normal game, or a number of other fancy game modes available through Steam.
However, as I don’t have and probably will never have a VR system, I played it like another video game and still thoroughly enjoyed it.
In any case, game on, from Prolus Command, and let the power of Lara Croft be with you.