Metascore
79

Generally favorable reviews - based on 6 Critic Reviews

Critic score distribution:
  1. Positive: 4 out of 6
  2. Negative: 0 out of 6
  1. Oct 11, 2018
    70
    Chasm is a fascinating, mechanically sound take on the Metroidvania genre, but it also fails to do anything innovative or original that hasn’t been done before in the genre, apart from the relatively minor hook of procedurally-generated worlds. Despite this, it’s still a fun side-scrolling adventure that’s sure to be worth your time, with challenging combat, fantastic graphics, and a cool premise all combining to make for a release that we’d recommend to fans of the genre - although there are better examples out there, many of which are on Switch right now.
  2. Nov 27, 2018
    60
    Chasm doesn’t quite have its own identity, as it borrows so much from other games and while it does them decently, it’s not best in class. The randomly generated level layout, which is the games one unique feature, actually ends up being its biggest weakness. Maybe I am being a little too unkind, as I did have fun playing, but I just feel like it could have been so much more and that’s what bothers me the most. It’s a decent enough tribute to those games of yesteryear, but that’s its problem, as it ends up being yet another Metroidvania title.
User Score
7.9

Generally favorable reviews- based on 24 Ratings

User score distribution:
  1. Positive: 16 out of 24
  2. Negative: 2 out of 24
  1. Oct 2, 2020
    8
    Very solid metroidvania. enemies are distinctive and the game is very challenging up to the end with a few exceptions. I really like the RPGVery solid metroidvania. enemies are distinctive and the game is very challenging up to the end with a few exceptions. I really like the RPG style progression system even if a few stats were hard to understand.

    Only issues imo:
    - bosses are insanely easy. I don't think I died a single time on a boss. Even the final one. I died quite a bit navigating the levels but enjoyed that challenge but the bosses are a cakewalk. Mostly the issue is the plethora of single use healing items so I guess you can self handicap if you want.

    - i don't see the point of the procedural dungeons. A game like this is long enough and you need the items in a somewhat linear order to proceed so can't see why i would want to replay it a lot. It does a good job of creating interesting levels but I think it would be a better game if things were a little more handcrafted.

    - Items don't differentiate enough to be clear when one is better or worse. It's nice that you can customize to a play style but none of the bosses are hard enough to want to made minor adjustments when you play them.
    Full Review »
  2. Apr 18, 2020
    3
    Made to difficult by having far to long until you reach a save point. Bitterly disappointing, more saves points/ checkpoints and this would beMade to difficult by having far to long until you reach a save point. Bitterly disappointing, more saves points/ checkpoints and this would be a great game. Full Review »
  3. Oct 21, 2019
    7
    I picked the game up on sale without prior knowledge of it, only knowing that it's a metroidvania game, which was good enough cause of me toI picked the game up on sale without prior knowledge of it, only knowing that it's a metroidvania game, which was good enough cause of me to take a look at it.

    Chasm is a pixel-graphics metroidvania game (a 2d game with a mixture of combat, platforming, character customization and light RPG mechanics), where you're a knight who is sent to investigate a town attacked by a monster. Upon arrival you realize that everyone except one person are gone and it's up to you to save them and figure out what's going on.

    As far as mechanics go, it's not too wild. You have your jump, backwards slide, as well as a melee weapon and a spell to combat enemies, who range from rats to undead soldiers to demons. Non-boss enemies have at most two patterns associated with them so they're not overbearing to fight over and over. I say the combat is not wild because while the inputs are responsive, there's not too much original going on. You have your swords, clubs, whips, daggers for your main hand and Metroidvania staples for spells - daggers, arcing axes, boomerangs. All these tools have varying applications so choosing your weapons and spells for the occasion is an important part of gameplay (or just use a sword and throwing knives the whole game, that works too). As you progress through the game, you gain abilities associated with traversing the enviroment - double jump, walljump, gliding and so on - these let you navigate the map in new ways and allow you to access locations you previously had to skip (sometimes mandatory, sometimes optional). The progression of the game is solid, with more complex and tougher enemies along with your ever increasing arsenal of mobility skills and weaponry.

    The core gimmick that attempts to separate this game from the pack is RNG mechanics (bear with me). On world creation, the world's layout is randomized - NPC locations, save points, all of it. Chests contain random loot. Loot sometimes comes out as upgraded rather than base form (indicated by a blue or orange outline on the weapon). Unfortunately, these gimmicks are easily the worst part of the game. While the world is not the same on each individual run, the rooms themselves are not very interesting, as you'll grow tired for mostly recycled jumping puzzles (jump when the bad stuff dissapears, or time jumps to land on moving platforms), with most changes being scenery. Everything being so similar leads to getting lost while backtracking once you need to get back to a particular place to use an item or ability you got. Getting an orange item, dying, then going back for the item and getting an unupgraded version is rage-inducing.

    While the starting few sections are great, the game grows more frustrating and tedious, since you often have to backtrack to previous locations without clear hints to do so, as well as save points becoming more and more scarce, enemies filling up greater amounts of corridors, which incentivizes running past enemies since fighting them can end up costing you too much health and mana.

    Overall, it's a fairly good addition to the Metroidvania roster, and I recommend it to those who like the genre and are interested in a slightly different take. It's especially good for those looking for a challenge, with the additions of arcade mode (essentially a speedrun mode for points) and mortal mode (permadeath). It is, however, disappointing and leaves a lot of unfulfilled potential on the table.
    Full Review »