Review by Thomas G.J. Sharpe
Jack, and his little mutt Butch, find themselves in a castle
with a magical story. And that’s exposition over with. There is an attempt at
jovial characterization, and the developer does rightly label it a “jaunt”. And
a jaunt it is; light-hearted, a little silly, gentle adventuring. The
characters are given non-linguistic voice to give some texture to the
interactions, and most of the writing is functionally fun. As they delve deeper
into the castle, they are on the search for the titular six souls. I restrain
myself from outlining why or how, as it is largely forgettable.
Importantly, the souls you collect provide Jack with dash
abilities to navigate the platforming puzzles. This makes the game succeed and
fail on it’s scaled puzzle design. From the simplest, pre-dashing, jumping
sections, to the multi-dashing elongated puzzles, the levels are solidly and
entertainingly designed. There is the ability to switch to Butch to access
places Jack cannot reach, but these provide no real imagination or creative
puzzle-solving. These are purely one-route, linear puzzles. New items become
available and there are collectibles and all that jazz.
None of this is done poorly, but 6Souls never quite
draws itself up to a point that I’m thrilled, or amused, or exhilarated. Pathway
and Dandara had unique mechanisms to interact with more intriguing
worlds. Caveblazers had more thorough combat-platforming. Quora had a
delicate, charming, odd story (seriously just get it, its lovely). Aesthetically,
Jack and Butch traverse levels that look ok, but the colours don’t seem to pop
and where atmosphere is at a minimum. Adversaries are generally ok, with only a
couple quite thoughtless amorphic blob style creatures. The characters
themselves are great, with good spirit to them.
Where 6Souls excels, however, is precisely where it
matters for itself. The controls are solid, responsive, and worked well (even
for a platforming dunce like me). Word to the wise, however; play with a
controller. The default keyboard controls are simply awful, and despite my
resistance to controllers, I did switch over and had a much better time.
Despite being very few actions in the game (it’s the opposite of Il
Sturmovik 2), they just sit better on a pad. Perhaps there was some ill
design choices when even including a block combat action, as it expands your
move set in what feels like a pointless direction. I feel they should have
stuck to the platforming, rather than trying to blend in a block-attack system.
That is a small gripe, and in the round, it is these small gripes that add up
to a slight sense of un-remarkability.
If you get kicks from solid platformers, this is a
challenging and charming title. There is nothing wrong with it. If you ask for
anything to blow your cape off in 6Souls I would manage your
expectations at the castle door, but at the price point currently (£4.99 on
Steam), it’s not bad.
Overall 7/10
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