Absolum Review: Roguelite Beat 'Em Up Worth Your Time? - IGN (2025)

Imagine staring into the abyss of endless repetition, convinced that just one more try will shatter the cycle and deliver victory—welcome to the thrilling yet maddening world of roguelite games, where hope springs eternal despite the odds. But here's where it gets controversial: is this addictive loop a genius design or a frustrating flaw that undermines pure skill? In my deep dive into Absolum, a roguelite beat 'em up from IGN, I found myself grappling with this very question, dying countless times while chasing that elusive triumph. And this is the part most people miss: beneath the surface, Absolum shines as a combat masterpiece, but its structure might just drive you as crazy as a cartoon character with a finger on their lips, whistling innocently in a padded room. Let's unpack this review together, exploring why it hooked me despite its hurdles, and see if you'll agree it's worth the grind.

They often say that true madness lies in repeating the same actions over and over, hoping for a fresh outcome—but if that were my guiding principle, I'd never touch a video game, especially not roguelites. These games thrive on that very cycle: you keep trying, believing 'this time' will be the charm, like bashing your head against a stubborn boss until it finally crumbles (check out this hilarious clip for a visual: https://youtu.be/6TMOMTtAMBI). 'This time,' you think, 'I'll conquer that foe and strut through the finish line in style.' It's the mantra that kept me going through Absolum, a roguelite action brawler that's entertaining enough to fuel that delusion with every respawn.

Of course, there's a real chance I've lost my marbles—gone full bonkers, ready for a straitjacket and some Looney Tunes antics. I'll let you be the judge. The key takeaway, dear reader, is that if someone had forced me to rate Absolum after just five hours, I'd have given it a much harsher score than what you'll see below. But as a reviewer, I pressed on, like finishing a movie you started. Absolum blends genres in ways that stumble at first, with those early growing pains glaringly obvious. Yet, if you persevere past the rough patch—unlocking permanent boosts, expanding the world map, and gearing up fully for runs—it gels into something enjoyable, even if it never quite reaches the heights I envisioned.

'Roguelite beat 'em up'—a phrase I never thought I'd string together, but here we are. For newcomers, let's clarify: roguelites are games where you die often, lose progress, but gain permanent upgrades over time, encouraging replayability. Beat 'em ups are side-scrolling fighters focused on combos and brawling. Absolum fuses them, so you need compelling reasons to keep dying and returning. The 'dying' part is straightforward: the realm of Talamh, shattered by a magical disaster (seriously, why do wizards always cause apocalyptic messes instead of blissful paradises?), is now ruled by the tyrannical Sun King Azra. Mages are enslaved, and the populace, still bitter about the world's fracture, isn't too bothered by the takeover. You embody a rebel harnessing that taboo magic to overthrow him. That's the setup for your repeated defeats.

The 'returning' incentive? You're aided by Uchawi, the final Root Sister, who revives you after each demise, sparing you from eternal oblivion. Die, revive, repeat—until the Sun King falls. The narrative evolves into intriguing territory eventually, but it drags at the outset.

Now, don't misunderstand me: I adore classic tales of wronged heroes seeking vengeance against oppressors, tyrants, or societal ills. Absolum's issue, though, is that its plot lacks punch for much of the experience, particularly early on. Sure, there are poignant character arcs, a fascinating world history, and dialogues that tease deeper mysteries. There's layers beneath the surface, but they're buried in a clichéd fantasy backdrop—dwarves dwelling underground, their greed leading to figurative disasters; elves yearning for a lost homeland; power dynamics where strength grants access by defeating champions. The story does blossom into cool revelations later (much like Hades, where multiple playthroughs reveal the full tapestry: https://www.ign.com/articles/hades-2-early-access-review), but patience is required.

Fortunately, the gameplay in Absolum excels. It's a classic beat 'em up with four playable characters (starting with the first two): Karl, the burly dwarf armed with a gun; Galandra, the elven knight wielding a colossal sword; Cider, the agile thief who's more machine than human; and Brome, the frog-like mage. Each boasts a basic combo, a throw, a signature strike—Galandra's sword slashes, Cider's pulls her toward foes—and special moves fueled by a meter, plus an ultimate attack.

The magic happens in chaining these into elaborate sequences: bouncing enemies off walls or each other, creating a symphony of destruction that even hardcore action fans would envy. Developed by the creators of Streets of Rage 4 (https://www.ign.com/articles/streets-of-rage-4-review), it drips with that signature flair. I loved the nods to legends—Cider's Gyro Drop mirrors Ryu Hayabusa's Izuna Drop, Galandra's moves echo Dante from Devil May Cry. If you're in the know, it's nostalgic gold; if not, they're just badass maneuvers.

What sets Absolum apart from typical beat 'em ups, beyond its combo-crazy brawls, is its emphasis on defense. Dodging is standard, but timing a dodge toward an enemy can deflect their strike, creating openings. For the daring, clash your attack with theirs to stun them briefly, setting up punishing combos. It's trickier, but the reward is immense—especially flipping the script on a boss who's been dominating you. Moment-to-moment, Absolum's combat is rock-solid.

Yet, its roguelite framework introduces flaws. Unlocking rituals to enhance attacks, deflections, and dodges per run is solid—I enjoyed spawning knives or chaining lightning strikes. Mounting helpers or acquiring stat-boosting trinkets and mercenaries (even a helpful chicken) adds fun.

But here's where it gets controversial: core abilities are fragmented into temporary 'Inspirations' you unlock randomly. Galandra's dive kick or three-hit sword combo feel essential, not optional upgrades. Cider's dash-through or distinct drop should be standard. Locking these behind paths feels arbitrary, especially since the map stays static, letting you optimize quickly. Give us non-essential perks for variety, please!

Persistent progression is another hurdle. Absolum isn't designed for first-run victories; you die repeatedly to earn currency for permanent upgrades and new paths. Skilled players might advance faster, but early margins are slim—health is scarce, and in solo or co-op, I often perished due to insufficient stats. This works in narrative-rich games like Hades, but Absolum lacks depth between runs. In a skill-based genre like beat 'em ups, being shackled to numbers feels wrong. I despise RPG elements hijacking action games, and it plagues Absolum's start.

Early runs feel mechanical: same starting point, limited routes, repeating enemies, environments, and bosses. Quests and surprises appear occasionally—I still remember my first [redacted] encounter—but repetition dominates. Unlike masterful roguelikes like FTL, which randomize everything, Absolum's fixed map dulls secrets. It needs more 'rogue' unpredictability to complement progression, but this clashes with beat 'em up flow.

And this is the part most people miss: around the 8-hour mark, when skill and stats align, progress accelerates, reducing monotony. On one hand, hooray for momentum! On the other, does this reinforce the story of relentless rebellion? Dying repeatedly to dethrone a despot should be exhausting, mirroring the narrative. But Absolum's tale isn't compelling enough early on to justify it—it feels like filler for a shorter runtime.

It's a shame, because Absolum has so much going for it: stunning visuals, a fantastic soundtrack, flavorful combat across unique characters, and creative builds. When it clicks, it's exhilarating. But the repetition could be halved for a tighter 10-hour story conclusion. If not reviewing, I might've quit before the payoff. My co-op buddy did, and I get it.

In summary, Absolum is a stellar beat 'em up hindered by a roguelite setup that prioritizes grind over skill. I loathe number-crunching in action titles, feeling enslaved early on. Once runs yield real advancement and the plot engages, it's captivating. Gorgeous art, superb music, and clever fights carry it, but dread creeps in with each death, knowing the loop awaits. Failure isn't the issue—variety is. Absolum overcomes its flaws eventually, a nod to its creators' talent, but it should streamline. Unlike its characters, we have finite time—do you think the roguelite grind enhances or ruins beat 'em ups? Is Absolum's repetition a necessary evil for its story, or just poor design? Share your thoughts in the comments—do you agree it's worth pushing through, or would you bail like my partner? Let's discuss!

Absolum Review: Roguelite Beat 'Em Up Worth Your Time? - IGN (2025)
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