Developer Heart Machine has been busy.

Following the launch ofHyper Light Breaker, the successor toHyper Light Drifter, they’ve also been hard at work on Possessor(s), which is described as a “fast-paced action side scroller.” In reality, it’s a hybrid between old-school side scrollers, Metroidvanias, and yes, Soulslike titles.

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There’s no shortage ofSoulslikegames in the indie world. If I had a dollar for every Soulslike that exists, I’d be able to buy Elden Ring: Tarnished Edition for theNintendo Switch 2.

It’s a popular genre for a reason: the games are well-crafted, challenging, and successful. From Hollow Knight to Nine Sols, and everything in between, Possessor(s) enters a crowded space.

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Thankfully, Heart Machine has the pedigree to pull it off. After spending roughly an hour or so with the game, there’s a lot of promise here. It all depends on whether they can follow through and stand out from their peers.

A Deal With The Devil

Possessor(s) begins in a pretty horrifying manner. You play as Luca, a girl who lives in a megacity that has experienced mass destruction. Luca is no stranger to this terror, as she’s lost both of her legs and is in the process of bleeding out.

The game begins as she crawls towards a demon named Reth, who wants to make her a deal: she gets her legs back so long as she helps this mischievous guy out with a task. We don’t have a choice, so it’s time to make a deal with a demon.

Possessor(s) opening

Then we become a demon ourselves and get possessed by Rehm. I guess we’re stuck with this guy, so we’d better do what he says. We’re given hints at both characters' backstories through reliving memories of both Luca and Rehm. There are some vital moments here that help flesh the characters out. Sadly, they were pretty limited in their scope, given the demo lasts approximately 30–40 minutes.

The Gameplay Feels Very Familiar

If you’ve ever played an indieMetroidvania Soulslikebefore, then Possessor(s) is like riding a bike.

Gameplay consists of exploring a 2D labyrinth-like world. Picking up upgrades, such as a grappling hook or a parry, will give you access to new areas that let you progress and complete your tasks. There’s a nice mix of platforming alongside the combat to help keep things fresh, though the platforming feels a little bare bones thus far.

Possessor(s) platforming

Exploration feels fleshed out and natural. There’s no need to search for any secret passages you may miss at first glance. Additionally, backtracking was never an issue. In one case, I had to dive deep down into a basement to pick up an upgrade and unlock a door.

Thankfully, an elevator was waiting for me to bring me back to said door. It’s always nice when these games respect my time, because there’s nothing more frustrating than having to backtrack through five to ten minutes of the game to keep progressing forward.

Possessor(s) boss battle

I did get to experience one boss battle, and it delivered. It’s a fast, frantic battle that tested my reflexes and abilities without being too overly difficult. It’s still a challenge, but you won’t die several times over if you understand the core mechanics at play here.

It was nice to see that attempts to cheese the fight, such as repeatedly dodging, weren’t overly effective. I’m excited to see how other boss battles can follow suit.

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A Gorgeous Looking Game

From the start, Possessor(s) doesn’t attempt to hide its sense of style. The graphics are bright, vibrant, and slick, but also convey a sense of darkness and despair. It matches well with the game’s subdued soundtrack.

Given the grim nature of the game’s story, the presentation pairs perfectly with the narrative. We’re trying to recover from a horrific accident, uncovering the mysteries of the city we thought we knew so well. There are a lot of nice touches at play here.

The dark, dreary setting of a mega-corp’s basement makes you feel like you’re exploring places you shouldn’t be in. The incredibly bright light from the interdimensional rift that tore the city apart. Dark, city streets lit by streetlights in the rain. It’s all incredibly atmospheric and does a great job of emphasizing the mood we should be feeling.

There’s a definite sense of wonder within Possessor(s) that encourages me to explore and progress, but the story and characters need to uphold their end of the bargain. After playing through the demo several times, it’s easily my biggest concern.

The Writing Doesn’t Give Me Much Optimism Right Now

Unlike Hyper Light Drifter, there’s a large emphasis on story in Possessor(s). The constant dialogue between Luca and Reth is a major focal point of the game, with Luca being a little on the naive side and Reth ready to show Luca how the world really works.

Naturally, Luca isn’t too pleased that Reth has possessed her body. Against the backdrop of more serious story elements, the bickering between Luca and Reth was front and center during the demo. The issue here isn’t necessarily the back and forth, but how it was portrayed. The writing felt juvenile, with insults I hadn’t heard since high school being thrown around. Perhaps it fits within Luca’s character to talk this way, but it feels incredibly jarring.

I can already tell there will be some hard-hitting, emotional moments waiting for me in Possessor(s). As a result, the quality of the writing needs to meet those moments. Thus far, I’m not exactly confident that will be the case.

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Upgrades! Get Your Upgrades Here!

While I didn’t get a chance to fully explore upgrading my abilities and introducing affixes to my weapons, I did get a bite-sized taste of how that system works.

Every time you kill an enemy, you’ll obtain Chroma. It’s the game’s main currency. Think of it similar to, well, Souls. If you die, you’ll lose all your Chroma, but if you return to the scene of your demise without perishing, you can gain them all back. Sound familiar? You’re also able to store them in the event you’re headed somewhere risky.

The Chroma, along with select other items available, lets you upgrade Luca to become stronger. In Metroidvania fashion, there is also a host of abilities waiting to be discovered as you explore the world. This includes essential abilities such as the grapple hook and parrying, as well as affixes to go onto your weapons. It’s a nice balance between the Soulslike andMetroidvaniadesigns that helps tie things together.

It’s clear thatHeart Machineis taking inspiration from both genres, even down to the “bonfires” that exist in game. I’m excited to see how deep these systems go. If Heart Machine can pull it off well, we’ll be in business.

I believe Possessor(s) has the potential to become another great indie title from Heart Machine, but it needs to follow through and execute. While my time with the game thus far has been limited, there’s plenty to enjoy, especially the game’s combat and Metroidvania-style exploration.

The writing, however, needs to follow through. As is, it breaks any sense of immersion the game creates, and has me preferring to skip the dialogue and get back to the action. I hope that when I dive deeper into the world of Possessor(s), I continue to like what I see.

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