Thursday, December 15, 2022

Grime: Colors of Rot | PS4 Review

If ever there was a game that personified the grotesque nature of death, the crippling loss felt through mourning, and the unquenchable void that is unending grief "Grime" would take that mantle. Coming into theatrical view as if borne of a mix of Ray Harryhausen's and Cronenberg's artistic visions we see the birth of a void headed vessel of a man, and his trek through a world built of decay, ash, and malformed creatures of a graven/earthen design. Embodying the very essence of the grave, and taking place in a world established by unwritten and unsaid lore this Soulsborne Metroidvania moves forward with somber music, and an eerie atmosphere that is only livened by the presence of otherworldly beings who are drawn to an enigmatic weeping cry that echoes throughout the cavernous depths of this unnatural underworld. It is this driving force which calls the nameless void headed vessel forth, and ever deeper to face the haunts and horrors that lay before him.

With little context given and no lore established you, as the void headed protagonist, are dropped into the bleak and dismal ruins of a world that seems to mimic humanity's woes. Filled with weeping, wailing, and groans this world around you beckons you to face it's hidden frights and morbid sights. It is through this journey of curiosity and with the encounters with various species of creatures therein that things will eventually begin to make sense, if lightly so. To a point that at least your abilities as the "well formed one" come to be known in full. 

The Vessel ...

At your vessel's disposal, but wholly dependent upon timing, is a multi-purpose parry mechanic associated with your void head that absorbs the enemies you successfully counter. It is functionally a way to absorb the essence of your prey, and later learn their traits for your preferred playstyle using earned hunt points as a boost to each trait. That, and fill a meter simultaneously which can be transferred later into your health gauge if need be. As the vessel and void headed protagonist you also have the ability to dash, and use living weapons made of body parts to deal damage or break barriers. 

Speaking of weapons your inventory is the traditional Soulsborne setup with a slight twist. You have multiple pieces of body armor with two slots each. One for the actual equipment piece with it's added benefits accounted for, and another slot for cosmetic purposes. In addition to this you can assign and carry the previously mentioned two weapons which range from swords, to battle hammers, and even punching gauntlets. Swapping between them on the go via the press of a button. Unleashing, with each press of a specified button, a basic and special attack that deals damage appropriate to the current strength stat level. Something that is doubly beholden to a force gauge stat that acts as the game's stamina meter. A staple feature by which all applied actions feed off of. Lastly, are the four quick access Dpad slots in which everything from single use weapons to other helpful items can be activated using a pressing of an assigned direction.

Those basic mechanics aside, there's definitely a deeper set of underlying mechanics involved in the combat aspect of Grime's gameplay. With the absorb move done enough times to one type of prey you will eventually unlock their innate abilities or traits which act as bonus perks that will effect gameplay when equipped. These buffs, and bonus abilities will allow you to beef up attacks, defenses, and utilities. Sometimes adding completely new mechanics to the mix. When it comes down to the enemies that you'll encounter you'll find two different types according to their health bar. These are enemies with grey health bars that cannot be absorbed, and enemies with red health bars that can. Despite these notable differences they all have basic attacks and stronger/unavoidable red attacks. Even the bosses attack in such a manner, but with more patterns to learn. 

Combat in Grime can be approached in different ways just as the enemies have different attacks. This includes killing them with weapons or through the parry absorb mechanic. By using the absorb method, in particular, during telegraphed basic attacks you build up a meter that doubles as a health restoration gimmick. Something that takes the place of traditional Soulsborne flasks, and that rewards those who can parry well enough to take advantage of the absorb mechanic, regularly. Ultimately learning when to attack, and when to dodge or absorb is the key to mastering combat. That and paying attention to your force gauge.

As you go about slaying the abominations of this ruinous wasteland they will shed an ash-like currency that can be used to upgrade the several base stats at Surrogates (gateway checkpoints) including health, force, strength, dexterity, and resonance. Each of which plays in the effectiveness of combat, and the ability to wield stronger equipment that demand certain stats be leveled up to a required point value. The ashen currencies which can be found in environmental breakables as well do not leave you upon death. Instead what does leave you in true Soulsborne fashion are ardent points that are rewarded for kills. Ardent points being the currency for main hub vendors. If killed during battle an afterimage of yourself containing those ardent points will be left where you last died. Destroying it will gift back some of those ardent points. Of course this means muscling your way through respawned enemies as you make your trek back to that lost vessel's location.

Other currencies like Bloodmetal shards and pearls will come into play at the game's main hub which is known as the Worldpillar. It is here that you can spend said items to upgrade weapons, and equipment. Additionally ardent points can be spent there on stocked weapons, and useful items per vendor. Since the Worldpillar is the epicenter of this world's goings on it also doubles down as a mode of transportation to various locales. This is done with a vein-like nervepass system that links these places, and allows for instant transport there, but only after you've unlocked those nervepasses through completed quest objectives. Alternatively, certain single use dust items can be used to fast travel to any Surrogate you made it to. These items are dropped by enemies, and can be bought for a price. In the end figuring out where you need to go, and where you need to be is initially established by exploration, but latter mapped out on a Metroidvania map with all key points noted via icon and reference. Even your last lost vessel is shown on the map.

Extensions ...

With this console release of Grime comes updated DLC inclusive extensions. Their list of details disclosed in full via the main menu. This includes fixes, changes, and new content additions like bosses, areas, and weapons that have been implemented since the game's launch on PC. One such extension though is not shown, and will likely be added to the game with a future update. 

Visually, and audibly Grime is a sight to behold. Complete with all the modern visual toggles made normal by next-gen hardware this console port brings forth an atmospheric, and almost theatrical experience that borders on perfection. That is if it weren't for the framerate drops, and periodic slowdown caused by graphic strain on the older console hardware. Complaints aside, and accounting for the soundtrack which is truly ambient and atmospheric this version of Grime is a perfect build for the PS5, and Xbox Series X/S, no doubt. It goes above and beyond what I've seen in other Metroidvanias offering an almost stop motion/claymation style of animation that is hardly ever seen in modern video games. Culminating in a living breathing world of death and decay, body parts and gore. 

The Verdict ...

Grime, if it weren't for that game breaking lag, would be my contender for GOTY. It is a brilliantly realized world that embodies the suffering of humanity through every feature. Be it the humanoids, the abominations, or the playable void headed protagonist. It seems a lot like a story that is told more through visuals, and less through some script or narrative. An underlying meaning. A metaphor, or a personification as I mentioned at the beginning of this review. Though there is an obvious established lore the backstory is hardly hinted at only giving meaning to the vessels that inhabit the dismal world, and the world, itself. Lending creedance to the fact that our protagonist is the sum of his void, a world devourer. 

The gameplay, alone, keeps things simple enough for those looking to give it a shot, but offers a true challenge at the same time. Staying true to the genre, but allowing the gamer to take in the splendor and curiousness of it all. Using the grind as a reason to stop and smell the roses, so-to-speak. I am actually glad to see this game come to consoles despite it's shortcomings, and have been hoping it would make it to PS4 for a while now. Given it's not perfect just yet Grime is still a very good game, and will most likely be more compatible with new generation consoles. Given the added effects, and gamma toggles. If you fancy something to satiate that morbid curiosity of yours, and on a Cronenberg level "Grime: Colors of Rot" might just be that fix for you!!!


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