Absolum Is A Fresh Take On Beat ‘Em Ups From The Streets of Rage 4 Devs

While there have been plenty of great beat ‘em ups since the days of arcades like Castle Crashers and Scott Pilgrim vs. the World: The Game, in some ways, it feels like this style of game never entirely left its origins behind. Modernizing them is a difficult problem because if you change too much, they no longer have the classic feel people come to them for, but if you change too little, you risk emulating the kinds of annoyances that stem from being designed to shake people down for quarters.
Absolum, the newly announced game from Streets of Rage 4 developers Dotemu and Guard Crush Games, aims to resolve these issues by maintaining the feel of its predecessors while introducing layers of depth that set it apart, like RPG elements, a roguelike structure, and lots of gameplay nuances. And from the preview build we played, it seems to accomplish just that, combining Streets of Rage 4’s combo system where you air juggle foes like volleyballs with rewarding defensive mechanics like dashes, dodges, and deflects. While only time will tell if its punishing run-based approach will fully pan out, if nothing else, it’s already an absolute blast to clobber fantasy creatures into another dimension as the combo counter climbs.
Set in a dark fantasy setting as brutal as its gameplay, you play as members of a resistance movement battling an all-powerful warlord, the Sun King Azra. He used a recent magic-fueled disaster as a pretext to crush all wizards while expanding his domain, and now only you and a few remaining spellcasters are around to stop him. At first blush, it’s a fairly straightforward high-fantasy setup about beating up an evil guy in a tower, and it’s hard to avoid comparing the game to famous Action RPG beat ‘em ups like Dungeons & Dragons: Shadow over Mystara. On top of this, there are plenty of classic Tolkien-esque details here, like dwarves, elves, and orcs.
But this spin seems to have at least a bit of unique flavor, thanks to its allusions towards a complicated, only partially explained mythos. Sacred trees and resurrection rituals are tied together by a colorful art style courtesy of animation studio Supamonks that calls to mind the unique designs and thick line art of Studio Trigger’s work. There are interesting little touches everywhere, like how when your character meets their end (which will happen a lot), godly hands materialize to catch them before they fall, whisking them back to the enchanted forest that acts as their base of operations. While it’s hard to tell how much emphasis there will be on these elements compared to the fisticuffs, there appears to be more going on than just another regurgitated fantasy milieu.
That said, punching guys is certainly the main event, and from what I’ve played, Absolum absolutely delivers in this department. At first blush, things will feel familiar for beat ‘em up fans, especially for those who played Streets of Rage 4: tap X to perform a four-hit combo, Y is a heavy attack, and A is to jump. There are also powered-up special moves that require mana (remember the whole wizard conceit), alongside a dash, dash attack, grabs, and aerial attacks. But things get really interesting when it comes to the defensive mechanics that will have parry enthusiasts rejoicing.
In most beat ‘em ups, especially old-school ones, offense is your best defense. Judo toss those goons over your shoulder to group them up before closing in from the Z-axis and giving everyone a simultaneous beat down. Absolum shakes up this formula by adding parries and dodges that incentivize you to get a read on the zombie dwarves, assassins, and angry mushroom men in your path. The defensive maneuver you’ll likely use the most is Deflections, which triggers when dashing forward as an enemy’s attack is about to land. If successful, they’ll be knocked back, leaving them wide open for a punishing counter-combo complemented by a satisfying audio cue. Some enemy attacks can’t be Deflected, though, as marked by a big wind-up and red glowing indicator, and in this case, you can either dodge to the side and initiate a follow-up attack or go for a more difficult technique called a Clash, where you swing with a heavy attack right as an opponent does the same. While this isn’t the first modern beat ‘em up to have things like blocking and parries, the execution here is top-notch, and it’s incredibly satisfying to bat away or sidestep incoming strikes before delivering a crunchy series of strikes.
And once you’ve negated an enemy’s assault and are back on the offensive, Guard Crush Games shows off what they learned from Streets of Rage 4 with a bouncy and satisfying combo system where you meld light attacks, heavies, dash strikes, and wall bounces into lengthy air juggles. It’s simple but has a freeform, fighting game-style feel that’s further improved by some great hitstop and feedback on your moves. As you wrack up the hits, you’ll build up pressure that eventually breaks down a foe’s defenses, leaving even bosses wide open to massive damage.