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Enslaved Review: Monkey and Trip Are Tied Together, and the Game Never Forgets It

A tale of chains and ruin: Enslaved's bond between Monkey and Trip endures amid a broken, mechanical America.

By mitch·4 min read
A man bound by chains walks beside a woman through a ruined, vine-choked American city.

Enslaved: Odyssey to the West is a game about being tied together, and it never lets you forget it. That is both its strength and its problem. The 2010 action-adventure from Ninja Theory, released for PS3, PC and Xbox 360, follows Monkey and Trip across a broken America after a war that has turned humanity into machines. It is a story about chains, and about the strange bond that forms between people who have nothing else left.

Trailer, via Ninja Theory.

Monkey and Trip’s Bond

Monkey is the player character, a man who wakes up chained to a woman named Trip. She can talk to him, and she can also guide him through the world using a control device. This device lets her pull him back, push him forward, and force him to move even when he wants to stop. It is a clever system, but it also makes the game feel less like a shared journey and more like a leash.

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Trip is the heart of Enslaved. Her fear, her anger, and her occasional kindness give the game a human center that the mechanical world around her threatens constantly. The writing tries to build real tension between these two people, and it mostly succeeds. Their fights and their silences carry more weight than any boss fight ever will.

The Ruined America

The setting is a ruined America, full of overgrown cities and dead machines. The game leans heavily on its art direction, using a painterly style that gives the world a sense of decay and beauty at once. Some levels are quiet and still, while others are choked with vines and dust. The look holds up well against other games from the same period.

The game is built around a series of missions that take Monkey and Trip from one ruin to the next. Each mission introduces a new mechanic or a new enemy type, and the pacing keeps the middle stretch from dragging. There are moments where the game slows down to let you absorb the scenery, and there are moments where it picks up speed for a chase or a fight.

Combat and Its Limits

Combat in Enslaved is simple but effective. Monkey has a sword, a bow, and a few grenades. The controls respond well, and the fighting feels satisfying when it lands. However, the game relies too much on a handful of tricks, and some enemies are more annoying than dangerous. Bosses are few and far between, and the game often leans on environmental puzzles instead of combat encounters.

The puzzle design is where Enslaved shows its ambition most clearly. Some puzzles are clever, requiring you to use the environment or the control device in creative ways. Others are frustrating, forcing you to backtrack and try again. The game does not always explain itself clearly, and that can break the flow.

How the Versions Compare

Enslaved was released for three systems, and each version had its own strengths and weaknesses. The PS3 version ran at a steady frame rate, though the load times were long. The Xbox 360 version suffered from a lower resolution and occasional stuttering. The PC version offered the best visual fidelity, but it required a strong machine to run smoothly.

Platform Strength Weakness
PS3 Steady performance Long load times
Xbox 360 Portable Lower resolution, occasional stutter
PC Best visuals High hardware demand

The Control Device and Its Rules

The control device is the game’s central gimmick, and it shapes almost everything about how you play. Trip can pull Monkey out of danger, but she can also force him into it. She can open doors, trigger switches, and even move him away from a fight he wants to win. This creates a constant tension between cooperation and control, and it gives the game a distinct identity that few other titles share.

The device also comes with rules. Trip can only hold Monkey for a limited time, and she can only use it a few times before she needs to recharge. These limits keep the player from relying on the device too much, and they force you to think about when to use it and when to act on your own.

The Ending and What It Leaves Behind

The final act of Enslaved brings Monkey and Trip to a climax that is both satisfying and open-ended. The game leaves some questions unanswered, which some players will find frustrating and others will find fitting. The ending respects the bond between the two characters without resolving every thread, and that choice feels honest.

The game also ends abruptly, which some players found disappointing. There is no epilogue, no epilogue, no extended finale. The credits roll after the last scene, and the world goes dark. It is a bold choice, but it is also a risky one.

Final Score

Enslaved: Odyssey to the West is a flawed but memorable game. Its art direction is excellent, its writing is strong, and its central gimmick is genuinely original. The combat is serviceable but not outstanding, and the pacing suffers in the middle. The platform differences mean the experience varies depending on which version you play.

Taken as a whole, Enslaved earns an 8.2 out of 10. It is a game worth playing for its ideas, even when those ideas do not always land.

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