20240802

Primal Light

Developer: Fat Gem
Publisher: Fat Gem
Release: 2020
Platform: PC (played), Switch, XOne, Mac, Linux
Genre: Action

Being Primal Light a game so deeply rooted in the past, it’s baffling to see gameplay mechanics elegantly nailed 30 years ago being convolutedly (unnecessarily so too) implemented in it: dashing, slipping down ladders, hanging from hooks, all need additional d-pad inputs here--never required in their original forms (e.g. Mega Man X, Aero the Acrobat, Darkwing Duck respectively); even sliding can get you stuck middle-action--despite its original flawless implementation in 1990’s Mega Man III setting the standard right off the bat. The aggravating fact that such moves can’t be canceled into others pile up against the game’s overall light-metroidvania feel too, and hidden passive charms aren’t game changers either--to the point they would’ve off-put exploration if extra lives and health/cure upgrades weren’t worth the trouble.

Getting stuck in ladders like it's 1986.

Besides the beautiful (even if uneven and not cohesive at times) pixel art, the game shines when it comes to boss battles though. The contained arenas make for a better opportunity for such custom movesets being fully explored, and the puzzle patterns emerging from that mix pose a decent challenge without being unfair or feeling like a slog.

Primal Light can be a good 16-bit retro fix for some players, but it works best as a reminder that aesthetics alone can only scratch the surface of what's frequently overlooked as a deeper nostalgia itch.