A Thousand and One Deaths: Unto The End Review

Platformer is one of the oldest genres in the gaming industry that has survived to this day. But like other genres, platformers are constantly evolving and changing so as not to lose the interest of the players. Minimalistic styling, hardcore opponents and multi-level locations from the early parts Donkey kong did not disappear forever, but changed beyond recognition. The old formula was supplemented with direction, narrative storytelling and distinctive design, as in the recent Little nightmares

2 Ton Studios is a small indie studio made up of a married couple. Stephen and Sarah have been playing pixel platformers since childhood. SNES and subsequently wanted to bring back the old “spirit of hardcore adventure”. Unto The End reflects their ideas, using the formula “New is well forgotten old”, but taking into account the current trends in platforming.

Everything falls out of hand

Before us is a story about a man forced to leave his family and go on a campaign in order to single-handedly defeat the enemy troops and return to his home. The game is not focused on the plot and with light strokes makes it clear that we will face a harsh Nordic journey through gloomy caves and snowy northern forests.

From the first minutes we are warned that it will be difficult to play. Each battle is deadly, any item you take can fall out of your hands, and there are very few crafting materials. The hero carries with him a throwing knife, sword, torch and a couple of first-aid kits. Each item plays a significant role in combat. A torch dropped from the hands in the dungeon forces you to fight in pitch darkness, a throwing knife flying away in an unknown direction deprives you of a tactical advantage, and a sword dropped from your hands is tantamount to death.

At the same time, the hero himself is very weak, because a couple of enemy blows leads to death or blood loss, which must be treated immediately. The combat system is layered on this, which consists of strikes, dodges, blocks and parries, and all this taking into account which side the enemy is attacking from. Even after many attempts in training mode, real combat seems too difficult.

Each type of enemy is very dangerous, has its own unique weapon, impact speed and tactics that adapt to the player’s actions. For example, if you often stand in a block, then the pursuer will try to move behind you in order to attack the rear. But the enemy may not be alone, so you will have to follow each attack. Thanks to this system, each skirmish becomes a complex puzzle from which you need to get out the winner.