Steelrising: The *Other* French Puppet Game
An ambitious soulslike that was sadly massively overshadowed by Lies of P, releasing less than a year beforehand and getting nowhere near the same amount of attention. Steelrising is an action game centered around an alternate history depiction of the French Revolution, where King Louis XVI managed to suppress the political uprising with a massive army of automaton soldiers. You play as Aegis, a seemingly sentient robot dancer who roams around the city of Paris saving a veritable who's who of 1790s-era French political figures from anachronistic fates.
Right off the bat, I want to talk about what I think this game does really well: Utilize the unique attributes that come from playing as a robot. I've played a couple different games that feature android protagonists, and most like Nier Automata and the aforementioned Lies of P just treat the characters as superpowered humans, fighting with incredible strength and speed but in a way not too fundamentally dissimilar from a regular person. Steelrising goes in a different direction, both aesthetically and mechanically.
Every little bit of your character’s presentation exaggerates her robot characteristics, Aegis’s limbs contort and snap in impossible ways when she swings around weapons, healing is performed through different kinds of maintenance oil, and the game features a thoroughly unique take on the soulslike stamina system. Your stamina gauge is treated as your core overheating, and once you've completely run out of stamina you can perform a precisely timed button press to “rapid cool” your core and instantly restore a portion of the bar. The interesting part of this system is that successfully performing a rapid cool will also self-apply roughly 60% of the freeze status ailment, so performing too many coolings in a short time will result in you immobilizing yourself. Attempting to cool the core too early will also cause it to jam, disabling any stamina-related actions for a couple of seconds. I generally really liked this system, especially since Steelrising plays pretty fast by soulslike standards and thusly fights are pretty dodge-heavy. Another element of the gameplay I enjoyed was the surprising emphasis on movement, Aegis moves quite fast and with suitable grace both in and out of combat and you're given a jump+aerial attacks from the start of the game, in addition to obtaining both a grappling hook and an air dash after beating major bosses. Unfortunately, though the feel of controlling your character is pretty excellent, the combat itself isn't the best.
Enemy balance is all over the place, it often felt like regular enemies would either die in 2-3 hits or absorb a massive amount of punishment before going down. Weapons are similarly inconsistent, light weapons feel infinitely more useable than heavy ones, since for some reason the heavy weapons are incapable of filling the enemies’ stagger gauge that makes them open to a critical hit. The weapon variety was also a spot of disappointment for me. The game technically has just under 30 unique weapons, but in reality there are less than 10 unique types with the rest being slight variations in speed and what special move they have access to. The weapon movesets are also fairly plain, they typically consist of three light attacks and two heavy attacks that can be charged, with little differentiating their usage beyond range and damage. Bosses are pretty easy across the board, the only one I had trouble with was the first major fight I encountered, and after that I didn't die to a single one of them including the final boss (which I didn't realize was the final boss until I had beaten it). I will again give compliments on the aesthetic side of things, as I felt that virtually every enemy and boss design was pretty fantastic, seriously hats off to the art/animation team they did a great job.
The last thing I want to touch on is the story, since although it features a pretty high amount of cutscenes by soulslike standards I found it thoroughly unengaging. Steelrising has a similar writing problem to the Nioh games, in that it's a fantastical story that's based on and requires a fair bit of real world history knowledge to be fully appreciated. As someone who isn't overly familiar with the French Revolution and the key figures involved, it felt like the game would constantly throw new people into the story who I couldn't tell apart and who had no distinguishable traits or story function. It also ends up feeling weirdly inconsequential, as since the game is adamant to end with the same result as the real-world events, none of the named NPCs can die even in scenarios where it seems like they probably should have, and once you notice this pattern it becomes really grating and takes the tension out of any given conflict.
Steelrising is a game that I can't help but like. It feels like the developers had a really specific idea they wanted to accomplish, and gameplay/story gripes aside I think they were pretty uncompromising in their creative vision and it resulted in a product that at the very least exceeded the expectations I had for it. I've played so many “tough as nails” dark souls wannabes that something that both feels a little more relaxed difficulty-wise and has a much stronger identity is a very nice surprise. A welcome diversion for the week or so it took me to beat it, I would recommend Steelrising, if nothing else just to experience its absolutely wonderful aesthetics.
6.9/10