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Nine Sols review: A 2D Sekiro-like so good it converted me to an entire genreMouse trap

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Image credit:RedCandleGames

Image credit:RedCandleGames

Yi gets screamed at by a robo-horse in Nine Sols

What to compareNine Sols’ flowingSekiro-like 2D combat and layered metroidvania exploration to? The eternally sequel-lessHollow Knight? The punishing roguelite trappings ofDead Cells? 2D Souls-nuzzlingSalt and Sacrifice? I wouldn’t know, because I’ve always had such trouble with slashing, blocking, and jumping in two dimensions that not only have I barely played any of the above, I’ve missed out a swathe of importantplatformersin the belief I just didn’t have it in me to manage them. But Nine Sols is so generous, so creative, so lucid and upfront in its ruleset, even as it crushes you with sometimes absurd difficulty, that playing it has opened up an entire library of classics I might have otherwise missed out on. I don’t have the experience to tell you what this game does better than others of its ilk, but I can tell how it made me feel. And for a game that murdered me with such relentless frequency, Nine Sols made me feel invincible.

You’re Yi, a white-furred maybe-mouse, maybe-fox who I will refer to as a mox, should it come up again. Yi exhibits the winning combo of being a diminutive fluff streak that exhibits only stoicism, seriousness, and a shocking capacity for violence. Technically, you’re a Solarian, one that’s made home in the realm of New Kunlun. It’s a place that hides dark and painful secrets beneath its apparent beauty. Ornate East Asian architecture gives way to dystopic industrial runoff, and hellish cybernetic factories await underneath tranquil pagodas. There are nine rulers of this place - the titutar Sols - and Yi has decided that number is too high, possibly because he can’t count them all on his mox paws. Go kill them, won’t you?

Image credit:RedCandleGames

Yi fires a bow in Nine Sols

The game’s own Steam page describes the combat as ‘Sekiro-lite’, which pleases me, because a.) now no-one can shout at me for making FromSoft comparisons and b.) Sekiro is FromSoft’s best game, in case you still wanted to shout at me about something. Like that game, some foes slash out frantic cadences that have you respond in kind, temporarily turning Nine Sols into a rhythm game. This can be either incredibly engaging, like when you’re mastering the patterns of a rampaging robo-horse boss, or utterly overwhelming, like when you’re up against two speedy elites,anda bunch of stinger launching wasps,andthe floor is falling out,andyou’re having to phase through laser columns. For all its honest, masterable combat encounters, Nine Sols is not shy about dolling out sporadic draughts of overly frantic bumwater, so it’s a testament to its almost clairvoyant understanding of my exact tolerance that it never drowned me in such.

Luckily, you’ve got options for when the skies open up and the bumwater poureth. An air dash (that arguably takes too long to gain) rounds out Yi’s defensive and traversal options. A bow with limited shots that refill each time you visit a root node (bonfire) is your crowd control panic button. A heavy attack that’s slow to charge, but can be done so while evading, can immediately thwomp a shielded foe off the board with the right upgrades. Those upgrades, and the money you’ll spend on further augments, is doled out from the soulslike playbook, necessitating corpse runs or defeating your previous killer to regain them after death. When Yi takes too much damage, he can use his healing pipe, just like your usual souls tinnie. Except there’s a certain stylish abandon to scoring your mox an opening to honk his good-good for a quick heal, as if it’s just another link in the combo chain like a rushed gulp of estus never was.

Image credit:RedCandleGames

Yi flanked by massive statues in Nine Sols

So, you don’t like 2D action games, Nic, but surely you’ve played your fair share of platformers? Nope. Again, I’ve always found them incredibly difficult, or else not rewarding enough to make up for how hard I find them. Give me Sekiro’s boss rush over Mario 1-1, or DMC 5’s Dante Must Die over the first bit ofSpelunky, because I honestly find them much easier. But there’s such flow, tightness and variety to Nine Sols’ traversal that something about it just stuck, much like Yi can stick to vertical surfaces, chain a launch jump into an air dash, and then kick off of a chain of floating green platforms with Nine Sols’ traversal analogue of parrying - the Tai Chi kick. I love this kick dearly. It’s a wonderful miniature alchemy of sound, motion, and animation, and spying these platforms soon began to trigger a Pavlovian excitement in me.

Image credit:RedCandleGames

Yi defeats a floating mouse boss in Nine Sols

Here’s some issues, straight from the newbie’s mouth, in the knowledge that you’re still allowed to complain about your first time being punched in the solar plexus. While bosses are often huge enough for parry readability to come naturally, some of the smaller enemies exhibit fiendish micro-tells I had to learn through trial-and-error rather than instinct. Various hazards in levels do damage but then reset your position to right before you whiffed the jump, which is probably necessarily but still jarring, especially when they send you several jumps back. The first few hours of the game are quite story-heavy, which means few chances to get acclimated to the combat, which means many deaths. About half the conversations are twice as long as I’d have liked, especially since meeting a new, vibrantly-sketched character is always a treat in itself.

But these complaints are but drops of bumwater in an otherwise tranquil and deeply invigorating guzzle of videogame. Nine Sols simply would not stop delighting me every couple of screens with a new set piece, or some gorgeous background, or a brand new weirdo to chat with, or another revelation about its dark, enchanting world. Or, yes, a blisteringly difficult combat encounter that lets you feel every bit the skillful murder mox. ‘Taopunk’ is how the game describes itself. I’ve always loved such philosophy for how it never purports to have the answers, simply that it’s a toolset to find them yourself - to point the way to the moon without asking you to praise its pointing finger. Nine Sols pointed out the fun in a whole new genre for me, but I suspect I’ll still be thinking fondly of its weird mox paws for some time.