Scars Above
A budget sci-fi shooter that punishes you for playing it like a standard third-person game, then rewards you handsomely the moment you start treating elemental combos as puzzle solutions rather than stat bonuses.
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About Scars Above
My first couple of hours with Scars Above left me cold - sluggish movement, a thin opening that feels like any forgettable AA action game from ten years ago, and aiming sensitivity so loose out of the box that you will spend five minutes in the settings before firing a meaningful shot. Stick with it, because the game that emerges once you have your full toolkit is genuinely more interesting than its launch impressions suggest. You play as Dr. Kate Ward, a scientist dragged to an alien planet after her crew's ship gets swallowed by a mysterious structure called the Metahedron. The scientist framing is more than set dressing: Kate has no martial training, and the game leans into that by making elemental knowledge your primary weapon rather than raw firepower. Your core arsenal is four guns - an electric semi-automatic rifle, a charging fire rifle, an ice grenade launcher, and an acid shotgun - and not one of them fires conventional rounds. Enemies standing in water take amplified shock damage, creatures in cold biomes resist freeze but crumple to fire, and bosses carry glowing weak spots that demand the matching element to crack open. The system rewards players who pay attention to environmental cues: rain makes enemies freeze faster, frozen lakes can be melted to drown pursuers, and a hologram gadget can bait a boss into a patch of flammable liquid you then ignite. That kind of lateral thinking is where the game earns its reputation. The structure borrows the Dark Souls pillar-bonfire setup - respawn at glowing obelisks, enemies reset, you keep your experience. It sounds familiar, and it is. But unlike most Souls-adjacent games the focus stays on ranged combat and environmental puzzle-solving rather than melee timing, which makes it play closer to a careful third-person shooter than any pure Souls-like. There is a stamina bar and a dodge roll, but melee is an afterthought by the midgame. Progress is gated by a tiered ability tree covering health, stamina, ammo capacity, gadget battery, and crafting efficiency across roughly 22 unlocks. Scanning enemy corpses and environmental knowledge points feeds this progression, which keeps exploration feeling purposeful even through the more corridor-heavy later sections. The honest problems: the opening hours are rough, animations feel stiff especially on dodge and melee, enemy attack patterns repeat across enemy types and even into boss fights, and the single save slot is a real annoyance if you miss a collectible. Sound design divides reviewers, with some finding the weapon audio flat and the score unremarkable under pressure. The story resolves on a satisfying note but gets there via thin secondary characters and a lead who rarely volunteers information about what she is thinking. Runtime sits around eight to ten hours on a normal playthrough, which is either just right or a little short depending on your patience for the slower-paced setup. For a first foray into cinematic third-person action from a studio better known for other genres, it is a cleaner result than the early hours suggest. If you go in expecting AAA production across the board you will notice every seam. If you go in expecting a compact, elemental-combat puzzle-shooter with genuine challenge and a few clever environmental tricks, the game holds up. Alex, Scout Team
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Game Info
- Developer
- Mad Head Games
- Publisher
- Prime Matter
- Release Date
- Feb 28, 2023