An indulgently slow opening sees the
camera descend towards a tiny speck
that becomes a sailboat, tossed
around by a roiling sea. Eventually, it
lands on a beach from where you
begin a long climb to the labyrinth
you’re here to explore.
There’s a whiff of
self-importance about
the whole routine, but
this is Below’s way of
letting you know that
you need to be patient.
In its early hours,
Below is heady,
powerful stuff. Its
aesthetic works wonders with scale,
leaving you feeling vulnerable. Its
gloomy environments are shrouded
in a mist that only clears as you inch
forward, sword and shield at the
ready. As your every action echoes
around the rocks, Jim Guthrie’s score
steels you for the perils to come.
It’s economical in other ways, too.
Below gives almost nothing away;
gratifyingly, you learn only by doing.
And though a few lessons are learned
the hard way, it’s generally a pretty
good teacher. Take the crystals
dropped by the creatures you
encounter early on: These power
your lantern, which illuminates the
nearby area, but also activates
mechanisms and
reveals secrets. But the
gems have a habit of
bouncing off ledges if
you swing your sword
at everything. As such,
you’re better off using
single, precise swipes,
or jabbing from
behind your shield. Not
that you can afford to be too picky
about tactics when enemies swarm
you from all sides.
If you are hit, you’ll usually start
bleeding: You can either apply a
bandage you’ve found or crafted, or
cauterize the wound at a brazier.
Lighting it takes a few fraught
seconds, however, and enemies will
mercilessly target you when they
know you’re occupied. It’s this
tension that means surviving several
rooms’ worth of red lights unscathed
leaves you feeling thrillingly alive,
and spotting a campfire to rest at
brings a warming feeling of relief.
Here you can sleep and visit a
dreamlike hub where you can leave
items for your successor—albeit at the
cost of leaving yourself short for the
immediate journey ahead.
This calculated risk is part of what
makes Below initially so absorbing,
but its ruthlessness too often tilts
over into outright unfairness. Instakill
spike traps are occasionally placed
behind scenery with barely a couple
of pixels in plain view. Enemies can
sometimes hit through walls, while in
a game where split-second timing is
crucial, the odd sluggish input can
mean the difference between
stemming a potentially fatal wound
and losing 20 minutes of progress.
DOWN AND OUT
Reaching your corpse lets you
retrieve its inventory, but as gaps
between campfires grow ever wider,
and your ability to create checkpoints
gets steadily more challenging, you’re
forced to go on suicide runs, purely to
stock up on supplies to leave at the
hub. These survival elements
discourage the desire to properly
explore, since you haven’t really got
the time. And the procedural
elements that subtly change floor
layouts are both too much and not
enough: You can’t memorize and thus
master your domain, but the trek
back to your body rarely yields any
fresh and exciting discoveries.
During Below’s long journey to the
light, the survival genre has
flourished. Few of its peers can
match it for atmosphere, but from
crafting to combat to campfire
checkpoints, Below feels a little
behind the times.
NEED TO KNOW
WHAT IS IT?
A challenging crawl
through a procedurally
generated labyrinth
EXPECT TO PAY
$22.50
DEVELOPER
Capybara Games
PUBLISHER
In-house
REVIEWED ON
Core i5-8350K,
GTX 1060, 8GB RAM
MULTIPLAYER
None
LINK
http://www.whatlies
below.com
68
Capy’s tough love and
well-worn survival
systems make it harder
to appreciate Below’s
singular look and feel.
VERDICT
Calculated risk
is part of what
makes Below
initially so
absorbing
L
ike a reverse-world version of Hideo Kojima’s solar-powered
dungeon-crawler Boktai, Capy’s uncompromising roguelite
demands to be played in total darkness. Here, you’ll find
yourself instinctively leaning in to better make out your
minuscule character and their surroundings. It may not do
much for your posture, but you’ll feel a physical connection to your brave
adventurer, likewise peering anxiously into the gloom.
LOOK OUT
There’s mystery but not enough magic
in BELOW’s brutal descent. By Chris Schilling
POCKET CAMP Enjoying the respite of Below’s hub
1
Helmets and
armor let you
soak up a few hits.
You can store
them here for the
next poor sap.
2
Combine
water and
three foodstuffs—
vegetables, meat,
or fungus—for a
restorative brew
or stew.
3
Marbles you
find on your
travels slot in
here to add
decorations, like
chairs and lights.
4
It looks
innocuous,
but under the
large stone here
you can secrete
your light
crystals.
13
24
REVIEW