ROBLOX. VIDEO GAMES. MOVIES. ORIGINAL ANIMATIONS.
CLAY TRIBUNE.
Advertisement

Below: A Descent Worth Taking

Below review: Capybara Games' dark roguelike descent, announced at E3 2013 and delayed until 2018. Brutal but fair combat, permadeath, and a strong mood. 7/10.

By mitch·4 min read
A solitary miner stands amid the shadows of a deep, networked mine, his face worn with suspicion and dread.

Below is a game about going down. Capybara Games builds it around a tiny warrior and a remote island, and it asks you to keep descending into a world that would rather you stopped. It came out December 14, 2018, on Microsoft Windows and Xbox One, with a PS4 port following in 2020. It is hard, it is dark, and it is often very good. It is also thinner than its best ideas deserve.

E3 2013 and the Long Wait

The announcement came during Microsoft’s E3 2013 press event. Phil Spencer called Below a “creative take on roguelike gameplay” in a “mysterious world.” Then the game went quiet. In 2016 it was indefinitely delayed, and it did not arrive until December 14, 2018.

Three facts define the release:

Advertisement
  1. Announced at Microsoft’s E3 2013 press event.
  2. Indefinitely delayed in 2016.
  3. Released on Microsoft Windows and Xbox One on December 14, 2018, with a PS4 port in 2020.

That gap is the whole story of how Below was received. The game was announced on a stage built for spectacle and shipped as something small and private. Whatever the delay did to the team, the finished game reads as a deliberate retreat from the size of its own debut.

A Tiny Warrior on a Remote Island

The setup is spare by design. You are a small figure on a far shore, and the goal is exploration. That goal is contingent on survival, which is the whole trick. Below is a top-down action-adventure with roguelike bones. The environments are randomly generated, so the map you learn is never quite the map you get.

What the game does better than most of its peers is refuse to explain itself. There is no hand-holding, no marker telling you where the next thing is. You walk, you look, you die, you learn. The island does not care whether you understand it.

Brutal but Fair Combat

The fighting is the spine of Below, and the game describes its own approach as “brutal but fair combat” with permanent death. That phrase is doing real work. Enemies hit hard, resources are tight, and a run can end because of one bad decision three rooms back. Permadeath means the cost is real.

The tension between that cost and the randomly generated environments is where Below gets interesting. A roguelike lives or dies on whether repetition feels like mastery or like punishment. Below leans toward mastery, but only just. The random generation keeps you honest, and it also keeps you from ever fully settling in. Some players will read that as the point. Others will read it as friction.

What Below Gets Right

The mood is the strongest thing here. Below commits to its own silence, and that commitment pays off. The island feels old and indifferent. The descent feels like descent. Few games with this budget trust the player to sit with unease this long.

The combat rewards patience over aggression, which fits the survival frame. You are not a hero cutting through a dungeon. You are a tiny warrior trying not to die in a place that has no interest in you.

The weaknesses are equally consistent. Random generation undercuts the sense of a real, authored place. The difficulty curve is honest but unforgiving, and permanent death will send some players away before the game has shown them what it can do. A game this dependent on atmosphere needs its systems to carry equal weight, and they do not always.

What the Descent Is Worth

Below is a good game with a clear identity and a few stubborn problems. It knows what it wants to be: a difficult, quiet, top-down descent into a randomly generated island where survival is the only real objective. The combat is fair, the mood is strong, and the permadeath means something.

What holds it back is the tension at its center. Random environments and authored atmosphere pull against each other, and Below never fully resolves that. The 2016 delay did not break the game, but it did shrink the moment. What shipped in 2018 is worth playing, especially for anyone who wants a roguelike that respects silence.

It is not a landmark. It is a considered, difficult, occasionally brilliant game that asks a lot and gives back most of it. For players who want the descent without a map, that trade is worth making.

The Notebook

Get the Notebook.

The day's best stories and every fresh verdict, in plain English, in your inbox by seven. One email a day, no more.

We send one note to confirm. Every issue has a one-click way out.

Game reviews
Advertisement

Leave a Reply

Your email address will not be published. Required fields are marked *

As an Amazon Associate, Clay Tribune earns from qualifying purchases.