Downward
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THE LAST JOURNEY BEGINS…
Downward will let you set off on humanity’s final adventure, to seek out an explanation for the apocalypse that changed the Earth as we know it.
Taking advantage of parkour techniques and of the mysterious “anomalies” you will traverse astonishing and dangerous ruins of past civilizations, all to find the legendary artifacts meant to control the deadly calamities that came to this world.
You won’t be alone in this, but what can you do? This world is not for humans anymore…
FEATURES
Parkour:
- Experience challenging first-person parkour action as you traverse the ruins of past civilizations and survive the many dangers you will face.
Discover:
- Freely explore and enjoy breathtaking landscapes, reach secret places to collect useful items and hidden treasures.
Struggle:
- Ancient guardians will wake from their slumber to end your journey, are you ready to face them?
Level Up:
- Collect experience to upgrade your character’s stats and powers, use anomalies to your advantage!
Online:
- Freely access a safe world in an astral plane where you can practice parkour and test your might with numerous challenge and online leaderboards.
Shape:
- Access the Merchant’s Lair to study your enemies, prepare to explore, train and also… lay around. Command the sky to influence the environment, affecting both visuals and parkour.
“THE COMING”
When three stray planets mysteriously begin to orbit the Earth’s atmosphere, it spells death, disaster, and the end of an era. Rising from this fall is beyond the question. The only way forward…
…is Downward.
Steam User 158
I found this game by accident and it was a great surprise. Very original concept and great environment. I don't particulary like parkour games but Downward is someting more, fightings are a good choise to add, they are simple at the beginning but get more challenging later.
Also the MARK is very smart and useful (it's a portable checkpoint that makes all the experience more engaging, if you remember to place it).
The story works fine (little more than an excuse to jump around), controls (as it should be for a parkour game) are perfect and you need a little practice at the start. Also graphics are very smooth for an indie game (like AAA in my opinion). Money well spent
Steam User 59
Downward is a thrilling game. It was a bit shorter than expected, but if you love parkour games, open world, and exploratory puzzles, then Downward is the game for you. I hope that they include a bit more content in the future, because this game has so many cool mechanics that can still be used in different ways.
EDIT: As someone who completed the game with all the possible endings, I'd like to respond to some common criticisms in the negative reviews.
1) Parkour is clunky.
The parkour isn't so much clunky as it is exact. When you jump from a wall run to a distant wall, you need to be exact. In other parkour games, being slightly sloppy can still net you a positive result. This game doesn't allow you to do that. It makes it slightly more difficult, but the learning curve is an easy one. I could easily see people being turned off by the parkour. But I think it works well for people looking for a slight challenge.
2) Too many soul orbs.
Yes. This is true. I easily maxed out all abilities by the end of the game and bought many things. I thought they would disappear after a time, but they eventually returned after I took hold of one. I would say the system for losing them isn't as rough. When you die, you lose a percentage of them. But this can be remedied by gaining the ability that allows you to negate losing any entirely. Although I wouldn't say this is a fault. It just seems like there is a lot of them lying around.
3) Bad voice acting.
I couldn't disagree more. There are four voice actors in total, and the quality is quite good. On par with a AAA game. The writing on some parts may be a bit forward, but otherwise it's effective.
4) Bad open world.
I could see how some people would be turned off by this. The open world is truly open and has very little to serve you in terms of telling you where to go. But I loved that about this. It is open world, but on four fairly small maps. Paths were easy to learn, and exploration was damn fun. You had to parkour to go everywhere, meaning you were constantly using all of our abilities all the time to go places. IMO, open world was done correctly. This game would have suffered without and open world.
Steam User 41
When I started this game the first time, I didn't expect that I could have found a game like that:
- fresh and exhaustive gameplay
- very good graphic (i love the particle system used here)
- good sounds
- good dubbing
I really like the idea of setting parkour in a fantasy and exploration context.
Steam User 47
Downward is a first-person parkour platforming adventure. Traverse a fragmented, post-apocalyptic world and hopefully return things to the way they once were. There’s no combat, so you’ll have to be faster—and smarter—than the automatons that guard ancient secrets.
Disclaimer: it didn’t take me long to decide that Downward wasn’t a game for me—but that doesn’t mean it’s a bad game. If you can live with the issues I list below, chances are you’ll enjoy it. Others who share my preferences, however, may be turned away.
I’ll start with the good.
On one hand, Downward is quite pretty. The remains of buildings are rough and desolate, the water below these floating chunks of land ripples and sparkles in the sunlight, and bright lights and lasers emit from futuristic structures. These pretty backdrops do support exploration and you’ll find locked barriers and the Dry Runes required to open them as well as pickups to upgrade your character simply by roaming about. Exploration requires quite a bit of backtracking, however, as the skills and number of Dry Runes you’ll need to proceed won’t be available to you right away.
Dry Runes are cumulative and can be found in nooks and crannies or even on the ground, in plain sight, but many of them will need to be snatched off the backs of golems, lumbering entities made of stone. Your character cannot fight and so facing off against golems becomes akin to a game of tag where you avoid being struck, either by the swing of a rocky arm or by the rock waves that they kick up by pounding the ground, and wait for your chance to snag a Dry Rune right off of your adversary’s back. You’ll know when a Dry Rune can be plucked because it will change colour.
As you progress, you’ll unlock additional skills to reach previously inaccessible areas and generally make your life easier. The ability to place a sort of homing beacon that you can return to at any time with a click of a button is not only a life saver, but one of the game's strongest aspects. It cuts out some of the frustration of missteps and can pluck you out of harm's way.
.The neutral.
The game is fully voice acted from what I experienced, though there aren't very many characters to encounter in a world on the verge of collapse. The BGM isn't particularly noteworthy and the sound effects do a serviceable job without sounding out of place.
There are also challenges available for those who like to test their skills. There are leaderboards if you’re into that sort of thing and you also get a prize if you can successfully complete your objective.
.The not-so great.
My main issue with the game is the platforming itself--or rather the weightless, floaty feel of leaping from platform to platform. The first person perspective doesn't do the game any favours in making the action seem more... solid. Imagine, if you would, swinging a heavy weapon. When it connects, you expect there to be a nice solid 'thunk' that reaffirms that you've got a huge, powerful weapon in your hands. Parkouring in Downward is like that same situation, only the powerful swing ends in a lackluster 'shik' like you've swung a butter knife instead. It doesn't have the same sort of oomph.
To some, this won't detract from the experience of hurtling high speed from surface to surface, but for others like myself this may result in a weird disconnect.
Here's what I mean:
Parkouring is easy: just hold down right trigger and your character will leap, grab onto, and hoist himself onto surfaces with minimal input (usually just a tilt of the left stick to orient him) from you. In comparison to, say, Assassin's Creed, where you'd hold down one button, then tap another while moving the left stick, these simplified controls are a little lackluster, but they get the job done.
My final complaint is the nature of the collectables--these little glowing orbs that are used to upgrade your character. You pick them up simply by passing over them and they make a pleasant chime. Now the problem arises if you die without saving your game at one of the bells scattered around the game after collecting these orbs: not only will you lose them, they'll also disappear entirely from the map, meaning there's no way to recoup your losses. After a particularly harrowing platforming section or golem fight, this is insult to injury.
(This is usually where I'd list pros and cons, but my personal cons are much more substantial than my pros.)
.Bottom Line.
If you can forgive its shortcomings, Downward is a fun first-person platformer. I can’t comment on the story from what I’ve played, but I can say that it’s nice enough to look at and it performs well. The game isn’t for me, but maybe you’ll enjoy it more than I did.
Steam User 22
I Love the way theve (the Devs) have flushed this Game out SO much that it's the Look that keeps me playing it. It has no issues that I saw of control, and 'Parkour moves' are just hard, you have to practice them. I did.
This is a Great game Un-Finished I m,ight add but I cant wait to see what else the Devs come up with.
I give this a 7 of 10
Fun game, I just wished I could play More! But what they give you will take Hours of play!
Enjoy it! I did!
Steam User 28
After a couple of hours with this game i'm really impressed by it. Unlike many Early Access games this feels very polished, from the graphics through to the gameplay.
As a lover of parkour from games like Dying Light and Mirrors Edge I was interested to see it used in more of a puzzle setting rather than action, and Downward does this really well.
It starts of linear just to guide you through the basics and then lets you play in an open world environment. Its beautiful to look at and explore, although I don't now what I'm supposed to be doing! Like many indie titles the game doesn't hold your hand, so you have to work things out for yourself. Although there is an objective marker you can choose to ignore and just explore. There were many occasions where the character says 'maybe i'll come back later', when you reach a certain point. I'm not sure whether this is due to it being early access or simply I don't have the required gear to progress.
One things for sure, if you're looking for a parkour style puzzle/adventure game in an open world then this is for you. Yes, there are some enemies to face but its not an action game, which for me is refreshing.
Watching the development on this one closely - this is the most polished early access game i've seen and cheaper than most other early access game too!!
The game has been released from ea, and is one of the best indie games i've played!
Steam User 15
The Short Version:
Considering the team behind it consists only of three people, Downward is worth its praise. It has some of the best parkour mechanics I have ever seen in a game, packed with some unusually captivating levels to run, jump, and slide through.
Sadly, other areas didn’t receive this same level of attention. A weak story that feels unfinished, along with dull characters, doesn't provide this game any favours. If it’s the parkour you’re after, you’ll likely enjoy this. However, if you’re also looking for a good story, you’re going to be disappointed.
Pros:
Cons:
-Entertaining parkour mechanics
-Remarkable visual design
-Densely packed and detailed maps
-Decent amount of side content
-Tedious combat that feels bare-bones
-Forgettable story with a lacklustre conclusion
-Underdeveloped characters
-Can be difficult to navigate
My Rating:
6.5/10 - Average
Saving the World is Pretty Forgettable...
Downward is a first-person, semi-open-world parkour game, complete with both sci-fi and fantasy themes. Set in a post-apocalyptic future, you explore through the hostile ruins of a forgotten civilisation in search of answers while using your athletic prowess to survive.
Earth has changed, both in its appearance and hospitality. Confrontational creatures are only some of the remnants of this fallen society and will not hesitate to cause you harm should you get too close.
As for the landscape, it is virtually unrecognisable to the planet we live on today. Floating rocks and foundations combined with steep and jagged mountainscapes result in a world that looks surreal and unique. This is made even more bizarre by the three orbiting planets that have a direct influence on how the land is formed.
That last part is what the base of the story revolves around, as you slowly learn about the impacts these worlds impose. The game starts with you waking up in the middle of nowhere to a voice in your head. You, as the player, have no idea why and how you’re there, so you just do what the voice tells you.
Your character doesn’t have a name, but what he does have is a sense of humour. Trying to desperately stay alive after being thrown into a confusing survival situation seems quite amusing to him. Why he’s there in the first place is never explained. What you do know is that those planets have something to do with why everything is the way it is. With this in mind, your goal is to… fix the world?
Here is where I have criticisms. The narrative is poorly communicated and underdeveloped. I was confused as to what I was doing. It felt like I was ticking off a checklist rather than partaking in any meaningful actions. The characters aren’t believable or fleshed out, as they don’t seem to have any obvious motivations for what they’re doing, and the dialogue is too drawn out in some scenes.
To make things worse, the story lacks a proper conclusion. After a relatively quick boss fight, you do a thing, and it ends without any real explanation of what said thing entailed. I was left puzzled and unsatisfied as the credits rolled.
Now this is Parkour!
If there is one area that excels in Downward, it’s the parkour mechanics. The system is intuitive and smooth while also being able to pose a challenge to those willing to take the next step. The pace you go at is up to you, but in my experience, the faster I went, the more entertainment I got out of it.
To spice things up as you progress, you will unlock new abilities. One of these is known as “The Mark”, which serves as a portable checkpoint. While it does have limited uses, it can’t be understated how valuable this feature is. Make it to the top of a high vantage point, but fall on the final jump? Just use The Mark. No need to smash your keyboard.
Other abilities include a double jump, wall running, a magical grappling hook and a platform creator. All of these add a broad amount of variation to the gameplay that makes it continuously feel refreshing.
To top it off, there's a skill system that allows you to purchase upgrades ranging from personal bonuses such as increased health, to parkour-related perks to improve your effectiveness at traversing the maps. These skills can be purchased using skypieces, an in-game currency that’s scattered throughout each environment.
The only area that lets the gameplay down is the combat. While far from being an action game, it does contain foes that have to be dealt with using unorthodox means. What this amounts to is dashing from side to side, running around in circles right until the point where the enemy is vulnerable. While in this state, you click on them a few times, and boom, they’re dead. That’s it. Needless to say, this becomes very repetitive and tiresome the more you do it.
Lands to Explore, History to Uncover...
Although the game is short, there is a lot to see and discover, and not just for the purposes of sightseeing. There are benefits for players who are willing to explore all four of Downward’s distinct and unusually attractive locations. Whether it’s a frozen wasteland dotted with floating islands that are connected by chains or a tropical, desert oasis filled with ruins, there are secrets to be found all over.
These levels are made even more alluring when you take the “planet switching” mechanic into consideration. Each map contains a device that allows you to control the orbit of the three planets. Depending on which planet you select, different paths will be open to you that would otherwise be hidden.
But what is there to find? Quite a lot. The further you delve, the more you will come across various historical artifacts which provide a minimal but decent amount of worldbuilding. You can also sell these at the shop for skypieces to unlock more skills. Any other kind of relic you find will be connected to one of two side quests.
Some locations however, can be a pain to navigate. Paths can be way too obscure or downright tedious to follow. The challenge is understandable, but when you have to put in so much effort just to arrive at a small cluster of skypieces, it doesn’t make the process of getting there feel worthwhile. Having a mini-map showing points of interest would’ve been a welcome feature, but instead you are given a compass that's too vague. Aside from that, I enjoyed the levels considerably.
Should you complete the game before finding everything, you are given the option to load an autosave that’s placed just before the final mission, giving you an opportunity to experience everything else it has to offer.
Since it’s very likely that you’ll not have found everything or completed the side missions before finishing the last mission, this can be considered as post-game content. It may be basic as you are just collecting things, but if you’re enjoying the parkour and the exploration, then these activities will keep you invested for at least a few hours afterwards.
This level of depth, combined with some remarkable graphics and a high level of attention to detail, make traversing through Downward feel more like a journey, as opposed to a chore. If the story held up, I would call this a gem, but as it stands, I’ll just say that it’s an average game that’s fun to play.
Technical Details:
My PC Specs:
Operating System: Windows 10
Processor (CPU): Intel Core i7-6700k
Graphics Card (GPU): Nvidia GeForce GTX 1070
Memory (RAM): 16GB
Performance: Consistent 60FPS from start to finish, with no noticeable stutters. Brilliant optimization here!