This New 'n' Tasty version of Abe's Exoddus is not without its issues.
http://www.nintendoworldreport.com/review/62237/oddworld-soulstorm-switch-eshop-review
Did you enjoy the āNew ānā Tastyā remake of Oddworld: Abeās Oddysee back in the previous console generation? Our own Joel DeWitte had a pretty good time with the 2020 Switch port. I own New ānā Tasty on PS4 but still havenāt cracked it open. I have fond memories of the Windows port of the original 1997 PSOne game, though I doubt I made it very far. Alas, I did not stick with the Oddworld games for all that long, and after a brief attempt at Munchās Oddysee (an Xbox launch title), I fell off the wagon. Thus, I never played the āsidestoryā games, Abeās Exoddus and Strangerās Wrath. I was excited at the announcement that the formerāa direct sequel to Abeās Oddyseeāhad been remade for the PS5, but with those consoles in short supply, I accepted that I might never play it. Somebody up there was listening, though, because an āOddimitzedā edition was just ported to the Switch.
Iām happy to say that yes, Soulstorm seems to be a āNew ānā Tastyā version of Abeās Exoddus, but my patience for this kind of game has receded in the twenty-five years since my tryst with that Windows original.
This game kicks off immediately following the ending of Abeās Oddyseeāour hero and his band of Modokon refugees, rescued from becoming Soylent Green at RuptureFarms, have settled in a subterranean cave system but are quickly discovered by one of the villainous Mollocks and his army of Sligs. Abe and his brethren are separated quickly, and after surviving the Slig attack and finding his way out of the caverns, Abe goes about re-rescuing his Modokon family and helping the remaining Modokons in other RuptureFarms plants.
Soulstorm features much of the same gameplay as was in New ānā Tasty: Abe traverses a 2.5D stage, using a combination of platforming, item use, and possession to make it past Sligs and other enemies, as well as find various pickups and rescue Modokons. Possession is limited only by the occasional appearance of devices which zap Abe out of his chant, disallowing possession in that instance. Abe can use brew bottles to spread fires, then use water to put the fires out. He can throw Slig-stunning proximity mines, then tie up the snoozing Sligs to take them out of commission. He can also, of course, possess Sligs and use them to take out other Sligs before imploding them to regain control.
Soulstorm feels less like a new game and more like an expansion of New ānā Tasty, and seems to differentiate itself by asking you to juggle small groups of Modokons at any given time. You may be asked to rescue them from a multi-level structure that requires a good amount of stealth, item use, giving direction, and avoiding environmental hazards. Losing too many Modokons ends the game early, so youāre almost encouraged to replay levels where you wind up losing too many NPCs. Granted, Soulstorm does more or less ramp up the difficulty and complexity pretty well, so youāre never presented with a situation that is completely alien to you. That said, thereās a lot of trial and error, and some of that is due to Soulstormās iffy controls.
Abeās biggest enemy in his adventure isnāt the Mollocks or Sligs, but the imprecise controls. To begin with, your button presses donāt always register, which seems important. There were so many times where I tried to jump or throw an item and it just didnāt happen, which would occasionally lead to my death, but would more often lead to frustrating re-traversal. Whether water doused a flame or not was always a 50/50 gambleāpotentially wasting one of your water bottles. Judging distances while jumping, especially vertically, is weirdly difficult, and I found myself defaulting to a running start in places where it probably wasnāt necessary just to be safe. Abeās new (ānā tasty) double jump helps things, of course, but this has encouraged the developer to implement weird vertical shafts where the double-jump, itself, feels too restrictive.
Further, itās not always clear what Abe can and canāt grab ahold of or even where he can land safely. Part of this is the map design, but another part is the unusually busy outdoor environments which donāt look great compared to the PS5 versionānot a huge surprise, but a lot of the environmental components look like vestiges of the PS3/Xbox 360 era.
I recently broke down and bought the Switch version of DOOM (2016) on sale because Iād been impressed by Panic Buttonās ports. While perfectly serviceable, that port appears to be missing a couple layers of graphical fidelity, as though a few texture or lightning effects are simply missing from the environments. Itās much the same situation here, but with so much puzzle-solving tied to reading your surroundings in Soulstorm, itās a bit more frustrating.
Thankfully, interacting with Modokons is painless, and they do what theyāre told quite well. The Lemmings-like segments are perhaps the most enjoyable in the game, but youāll have to endure a few hours of toil to get there. It is a funny sight to see a small band of Modokons following Abe in what should be a line but winds up looking like Alucardās shadow in Symphony of the Night since they all technically occupy the same space. However, performance takes a hit the more Modokons you have tagging along.
The few segments where you must defend large swaths of escaping Modokons, however, are not as funāyouāll usually be possessing enemies to prevent other enemies from shooting the Modokons down, and I wish you had more methods at your disposal. I also didnāt particularly care for crafting. To be fair, I almost never care for crafting in a video game: itās an arbitrary way to make āgetting an itemā more taxing. Given all the containers, lockers, and enemy pockets that Abe must pillage during his journey, it wouldāve been quicker just to give me the items instead of making me find the components, repeatedly (if you die).
I didnāt particularly care for the story, although it might be more accurate to say I didnāt care for Abe himself or his Modokon brethren. They all speak in a slow-as-molasses, nasally, croaking drawl. Every time a Modokon opened his mouth, I readied myself for an agonizing monologue. It takes them five minutes to recite three lines of text. Abe, as the reluctant savior of the Modokons, displays all of Luigiās cowardice with none of his charm. The story itself is rather interesting, with some fun twists and turns, but unfortunately projected through the lens of the uninteresting Modokons.
Overall, there were too many irritations in Soulstorm to win any of my enthusiasm. Every play session left me somewhat frustrated, and I often had to talk myself into booting it up. If youāre dying to revisit Abeās Exoddus, this is certainly the best way to accomplish that. I just wish it was a little more fun and a little less janky.