
Rating
Anodyne
In Anodyne, the character Young wakes up in a mysterious void filled with geometric white platforms, guided only by the voice of the mysterious character, Sage. Take the role of Young as you explore and fight your way through over twenty nature, urban and abstract themed areas in the human Young's subconscious, ranging from diverse, monster and tra...
Details
- Released
- March 21, 2013
- Developer
- Analgesic Productions, Melos Han-Tani, Marina Kittaka
- Publisher
- Analgesic Productions, Nnooo Pty Ltd.
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Anodyne Reviews
Professional reviews from gaming critics
While Anodyne has its share of shortcomings, it more than makes up for it through beautiful dreamscapes and a compelling narrative about a serious and worthwhile topic. For a game that is six years old, it manages to feel like a new, fresh experience on the Nintendo Switch. Despite the dull combat system and the infuriating card collecting mechanic, it manages to tell a fascinating and surprisingly relatable story that should be experienced at least once.
Point is, Anodyne’s weaknesses would’ve been greatly justified by a solid narrative. Instead, we’re left with a semi-decent dungeon crawler featuring some rather attractive sprite art and great soundtrack. So while Anodyne’s minimalistic riff on Zelda is definitely unique enough to warrant a purchase, it unfortunately never comes close to inheriting the legacy of its father, too lost in its odd pretentiousness to ever arrive at the point.
Take up your broom and join Young on his quest to protect the Briar from the Darkness... whatever that means!
In the end, Anodyne feels as though it was made to have a subversive mechanic functioning as a late game surprise for the player, but if there isn’t an interesting game on the path to said mechanic, most players will not have the motivation to get to that surprise. It’s a game that proudly displays its action-adventure roots, but it has not seemed to take note of any lessons those past titles could teach it. A clunky jump mechanic meant to be used in poorly designed platforming sections; a crowded HUD made so simply for the sake of looking more “16-bit;” enemies that are either easier…