![]() ![]() Each area is just a series of rooms that lead to other rooms, oftentimes even repeating layouts and enemy patterns in a way that no designer would.Ĭompare Chasm’s Lego-like structure with the carefully crafted subterranean world of Hollow Knight, the sprawling island of Yoku’s Island Express, or even the castles of its Castlevania inspiration and it pales in comparison. The randomized construction is successful enough that the result doesn’t feel wonky, but it’s also devoid of personality or thoughtful care. The world is put together in a way that’s impressive for being generated by a formula, it doesn’t apply itself in an interesting way in the slightest. This is the map Chasm is handing me, and how it was generated is irrelevant to my experience while playing until I’d already beaten it. To me, a person who just wants to play this Metroidvania like a regular game, the fact that it’s a randomized map means nothing apart from room placement being unpredictable. ![]() It’s an awesome idea, and the way Chasm assembles its worlds works surprisingly well, to the point where it feels so seamless that I imagine many people may not even notice on their first run.Īnd that’s exactly the problem: it doesn’t matter. After the credits rolled, I started a new game and was amused that I didn’t immediately know where everything was. The randomization only really comes into play in future runs. My first playthrough of Chasm took me around eight hours to beat (with some secrets still left to find) and I was on the same map that was generated at the start the whole time. You aren’t constantly dying and restarting, and death doesn’t mean a new map. Unlike many other platformers with randomized maps, like Rogue Legacy or Dead Cells, Chasm isn’t a roguelike. ![]()
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