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Love Eternal can't escape the gravity of its influences

One of the most common ways people talk about games is the “X meets Y” pitch. It’s a pretty self explanatory way of selling a game to the right audience. Let’s use Love Eternal, from developer brlka and publisher Ysbryd Games, to demonstrate how it works. Someone might (and did) write that it is “Celeste meets Silent Hill” or even “Gris but grimdark.” Both are extremely evocative. They might even get enough players in the door. But what lies on the other side? In Love Eternal‘s case, not much.

In the spirit of the elevator pitch, let’s start with the “X” factor of Love Eternal. It is, mechanically, a puzzle platformer that owes much to Celeste and VVVVVV. The name of the game is difficult rooms meant to challenge the player’s ability to comprehend complex level design and execute pixel-perfect platforming. There are good bones here, with two aspects of gameplay that Love Eternal introduces and then uses as the foundation of every level, even as difficulty ramps up. First, you have the ability to flip gravity. This can only be done once before resetting upon touching the ground. Second, orbs scattered throughout levels will reset your gravity ability when broken, even in the air. Every level, therefore, is about finding a path through the obstacles laid out based on the right manipulation of gravity via platforms and orbs.

In theory this is a simple but fantastic set up for challenging puzzle-platforming, and for a little while it feels like Love Eternal might live up to its influences. A major drawback quickly becomes apparent, though. Puzzle-platformers rely on precise inputs and the ability for the player to trust that a button press will do what is expected. Love Eternal fails this test. Controls feel both floaty and too heavy in different instances, while movement itself often lacks the necessary precision. Properly predicting the inertia when flipping the direction of gravity mid-movement is especially imprecise. It means that even early challenges can elicit frustration and test your patience. Failure is an essential part of a puzzle-platformer; successful ones make the player understand why they fail, while unsuccessful ones give the player reason to believe the game itself is in the wrong. Love Eternal too often does the latter. To make matters worse, there isn’t a gradual climb to more compelling puzzles; the game’s many rooms quickly hit a plateau in challenge that only really rises at the game’s final half hour or so. 

Of course, the “X” is only half the story here, so let’s talk about the “Y.” Love Eternal is a psychological horror game. You play as Maya, a young girl who finds herself trapped in a castle. There is another being here as well, a prisoner or warden (or perhaps both) that has set its sights on Maya. Periodically Love Eternal delves into this story and Maya’s family issues through short cutscenes. The mechanically difficult and frustrating platforming has the potential to mirror the narrative horror that Love Eternal goes for, but again there is a problem in execution. Psychological horror can, sometimes, be more of an atmosphere and vibe than an actual coherent narrative; so it goes with Love Eternal.

This is perhaps, like the mechanical plateau, a result of Love Eternal‘s inability to pace itself properly within the short playtime. For too long Maya is left in the horror stage of being confused and terrified by her surroundings, meaning we have little time to actually be told what is happening. The failing of the “Y” is Love Eternal‘s inability to effectively communicate why any of this matters. Yes, the broad strokes are there, but even when its themes are easy to pick out it all feels so shallow. 

This might also be a result of Love Eternal‘s confounding decision to change up the form of the game. About two-thirds of the way through puzzle-platforming makes way for a point-n-click segment that goes on far too long. It almost seems like Love Eternal itself realizes that the player hasn’t actually learned enough and uses this opportunity as a way to dump text on them to make up for lost time. And while changing form can work, in this case (as feels true of much of Love Eternal) the decision almost feels like it is weirdness for weirdness’s sake.

The biggest challenge in talking about Love Eternal is in trying to make sense of its failings. It isn’t awful, but worse: it’s just boring. It doesn’t offer much to chew on in terms of mechanics or story. At its best there’s a sense that Love Eternal has something it desperately wants to say, but it grasps at straws to say it and perpetually comes up short. So what else is there to say about a game as shallow as Love Eternal? Only that it’s like Celeste meets Silent HillGris, but grimdark.


Love Eternal was developed by brkla and published by Ysbryd Games. Our review is based on the PC version. It’s also available for PlayStation 5 and 4, Switch, and Xbox One.

Ria.city






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