
Venture to the Vile
Rainybrook shouldn't work as a setting, and yet Studio Cut to Bits made it one of the most unsettling, oddly tender towns you'll wander through in a 2.5D metroidvania this year.
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About Venture to the Vile
My first hour with Venture to the Vile felt like stepping into a stop-motion film that nobody greenlit but someone made anyway, out of sheer love for the strange. The opening is deliberately slow, building emotional groundwork between you and Ella before the town of Rainybrook curdles into something monstrous. Stick with it. The payoff, once the first boss reshapes what the game even is, justifies every quiet minute. Mechanically, this is a 2.5D metroidvania where the depth axis does real work. You can move into the foreground and background at designated points, and the world is designed so that if you can see something, you can generally reach it. It sounds like a gimmick on paper, but the level design treats it as a genuine storytelling tool, letting you spot objectives and lurking creatures deep in the background before you ever fight them. Traversal starts simply enough - a scything blade where your hand used to be, a basic counter with precise timing that becomes essential - but expands steadily. A grasping tentacle arm, a cudgel fist for smashing walls, a horrifying foot for breaking through floors. Each new mutation is unlocked by defeating bosses and spending materials like Dull Teeth and Broken Wings in a Mutations upgrade screen, which also responds to the day/night cycle and dynamic weather that shape which enemies appear and which side quests become available. The world breathes in a way most indie metroidvanias do not bother to implement. The boss roster is the headline attraction. From Mr. Hare chasing you through a hospital to a Vile-infected Kraken on a ghost ship, none of them feel interchangeable. They demand you use what you have actually learned rather than mash your way through. The main campaign runs roughly 8-10 hours to credits, but 40% completion by that point is entirely plausible given the volume of optional sidequests, the In Memoriam bestiary to fill, horseshoes to gather, and three distinct endings shaped by how far you let the Vile consume you. A full run closer to 20 hours is realistic for completionists. There are also unlockable outfits that alter difficulty or change loot rates, extending replayability for those who want it. The campfire save system is familiar and reliable, though the absence of a proper in-game map will frustrate players used to marking backtrack points. Some hitboxes, particularly on bosses mid-rest, have drawn community criticism for ambiguity, and launch-era achievement glitches appear to have been largely addressed in post-release patches. The soundtrack by Mike Kearney, his first game score, earns its own mention. It shifts from quietly mysterious ambient textures in the overworld to something genuinely disquieting the deeper you descend into the Vile. The characters speak in a sing-songy gibberish rather than voiced dialogue, which some players find charming and others find grating, but the eccentric NPC cast - Dr. Crow, Ernie Sparrow, Batty Badger, among forty-plus residents - carries enough personality through animation and writing alone to make the sidequests worth pursuing. The art style sits in a Gothic Victorian register that reviewers have compared to Tim Burton's stop-motion work, though it feels more handcrafted and weirder than any obvious reference point. This is the kind of game that deserved far more attention than it received at launch. Patches have smoothed the rougher edges, and what remains is a metroidvania with a genuinely distinctive identity: body horror as a progression system, moral weight tucked inside a dark fairy tale, and a world that rewards curiosity over brute-force completion. Kai, Scout Team
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Reviews & Ratings
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Game Info
- Developer
- Studio Cut to Bits
- Publisher
- Aniplex Inc.
- Release Date
- May 21, 2024