Umbraclaw sees you playing as Kuon, a cat that passed away but seeks to return to the human world and her owner Tsukomo. Kuon is just a small black cat and the world of the dead is full of hazards, but Kuon has an ace up her paw. If she falls to an enemy, she is able to revive and gain a new ability known as an Anima Revive ability that is connected to another animal’s skill.
This comes with a drawback in the story, as gaining these new ability transforms who and what Kuon and can affect her very soul. Many, including myself, assumed this was going to be a Metroidvania based on Inti Creates’ history and the Anima Revive abilities, but in truth Umbraclaw is far closer to a Roguelite experience. There are traditional linear levels, and you have lives that see you gain a new ability each time you die, and the abilities end up a bit random in how they are given out.
The abilities include a double jump and guarding, and they will change the run you have in the game. Kuon also has some abilities like dashing through enemies and wall climbing and it is possible to play through the game without dying if you are skilled enough. I just wish it felt a bit more balanced.
There are three modes you can choose at the start of the game, Eternity, Anima and Novem. Eternity will give you endless revives, and let you reset the Anima counter, while Novem is a almost a permadeath mode with no ability to reset the counter, giving the game a deeper Roguelike feel. Anima mode is a middle ground that lets you restart at the beginning of stages and imposes some limitations on survival.
A big thing about Umbraclaw is that there are multiple endings, and they depend on your progress and use of the Anima Revive. If you manage to not use it as much, you will get a different ending than if you make too much use of it, while doing a run without using the Anima Revive at all, will likewise give a different ending. It is a nice touch and gives you something to work for.
My problem with Umbraclaw is that the game does not seem to be balanced well at all. The Anima Revive abilities end up being more frustrating than interesting, and the level design is not on par with previous titles from Inti Creates and feels much more generic. The enemies also feel more generic this time as well, and this is a shame because the setting and art style invited so many possibilities that it seems were not used.
Inti Creates tried something very different but Umbraclaw does not really have a clear identity. It has Roguelite elements and a Roguelike mode, but leans more towards a traditional platformer. And then we have the difficulty, which feels far harder than it needs to be, leaving me unsure what audience Inti Creates is targeting with this title.
I do not think Umbraclaw is bad, but I admit I just do not like the game all that much. I feel it could have been good if it picked a direction and stuck with it, but I also wonder if my opinion will change as time goes on, and I revisit the title. Umbracklaw has some interesting character designed (aside from the enemies) and a unique story premise, but it just does not feel like it has been realized to the extent the developer could have taken the game.
I am not recommending Umbraclaw, but at the same time I am not saying to stay away from it. I hate to say this, but I am ultimately not sure what to make of the game. As I said, I may change my mind and come to appreciate it, but for now I am just a bit thrown off by how different this experience ended up being. At the very least, no one can blame Inti Creates for trying something different,
Disclaimer: A review key was provided