Don’t Sleep On ‘End Of Abyss’, You’ll Regret It


October has been a pretty spectacular month for videogame bangers. It started with the likes of Ace Combat 8, Star Wars: Galactic Racer, Silver Pines, and my personal GOTY, Gears of War: E-Day launching within the space of nine days. And that’s before we get to Dragon’s Dogma 2: Dark Arisen, Castlevania: Belmont’s Curse, Call of Duty: Modern Warfare 4. You get the idea.

It’s certainly a great time to be a gamer. The biggest problem is finding enough hours in the day to actually sit down and play everything. Lord help us when GTA 6 drops and we’re all reduced to malnourished husks.

With so many big releases fighting for our attention, I want to spotlight an early October release that I think may have fallen under your radar.

I’m talking about a little indie game called End of Abyss. It’s the debut game from Swedish developer Section 9 Interactive, a small team of former Tarsier Studio devs, and I’m enamoured with this creepy adventure. It launched on October 1st to a 73 Metacritic rating, which is pretty good, although most of the headlines that day went to Gears of War: E-Day and Ace Combat 8, both of which scored 88.

End of Abyss is a fantastic, if somewhat flawed, spooky twin-stick metroidvania with some of the best world building and unsettling vibes I’ve experienced this year. So, I want to share what I love about it and, hopefully, get more of you to give it a go.

I Swear I’ve Had This Nightmare Before

I’m a sucker for games with killer vibes, little characters, and mushed together with horrid stuff lurking around every corner. Think Playdead or Tarsier Studios. So, imagine my excitement when I heard that a team lead by former Tarsier Studios devs, Gustaf Heinerwall, Marcus Ottvall, and Mattias Ottvall were whipping up an atmospheric metroidvania set in a dark and spooky world. Oh, and best of all, it featured an awesome little blue-helmeted gal named Cel. Sucker checklist complete.

Heinerwall and the Ottvalls worked on the Little Nightmares series back in the day, and now they’ve set up their own studio, Section 9 Interactive. You can feel their talented fingerprints all over End of Abyss. If you’re as much of a fan of the Little Nightmares series as I am, you’re going to love this game’s aesthetic. I’m glad End of Abyss looks quite similar to their previous work at Tarsier Studios, but I’m also happy that it plays totally different. It’s still scary, but this time, I can fight back.

End of Abyss tells an unsettling story in which Cel and her crew must investigate an underground compound that’s gone offline. It’s an uncanny and depressing story told with hardly any dialogue, allowing its tense action and genuinely great horror moments to carry the game forward. I’m a big fan of this unspoken narrative. Sure, there are a few mumbled voice lines and plenty of documents to pick up, but the silence lets your imagination run wild as you picture all the horrid stuff that happened before Cel arrived at the abandoned facility.

Clever, Creepy, And Claustrophobic

Please Don't Forget To Play End of Abyss On Xbox Series X|S 3

The underground facility has to be one of my favourite locations in gaming this year. I’m a big fan of how dark End of Abyss is, with corridors drenched in shadows that guide you through its various locations. You’ll wade through waist-high currents in the water treatment facility, set fire to failed experiments in ominous testing labs, swat bloodthirsty ticks in bug-infested pipes, and fend off hordes of infected workers in their living quarters. For such a claustrophobic facility, there’s a surprising amount of variety.

I particularly enjoyed how the level design feels like one great big puzzle. The world is filled with locked doors, key cards, flooded rooms, and other obstacles blocking your path. Uncovering the right items to gain access to the next area is a moreish endeavour. Once you figure out what you need to do, the game enters this sort of flow state where it all just clicks together.

End of Abyss reminds me of Resident Evil 2 in a lot of ways, particularly how it encourages you to investigate rooms for key cards and what-not to unlock the path forward. You’ll spend quite a lot of time exploring rooms, and can even download map schematics to help guide you along. It’s not everyone’s cuppa, but by the end of the game, it’s likely you won’t need to check your map at all. The facility becomes that familiar.

It’s Scary And Gross…I Love It

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