In Dead Cells fashion, you will find various weapons scattered throughout the map that have special effects. Healing is limited, death comes quickly and viciously, and you're going to die a whole bunch of times throughout the game, only to come back stronger and stronger. Instead of exploring one big open world, you explore randomly generated miniworlds, with the goal being to get powerful enough to face the tough bosses at the end of zones. The easiest way to describe Summum Aeterna is, "What if Aeterna Noctis were Dead Cells"? This isn't a criticism. It knows what it's trying to be, and we can't fault it for that. There isn't so much a plot as an excuse to see the characters from Aeterna Noctis again, fill in some lore, and make a lot of goofy jokes. Summum Aeterna represents more of a standard experience for the monarch, with a near-endless amount of warring and fighting. Once again, players control the King of Darkness, one of two monarchs destined to wage an eternal war between light and darkness. Summum Aeterna is a prequel to the first game. Summum Aeterna is a spin-off and shows that the first game wasn't the end for this franchise. It's no surprise that the labor of love doesn't end there. That made the title a lot easier to pick up and play. Its crushing difficulty at launch turned off a number of people, but the developer went back and remade huge chunks of the game to be more accessible for those who weren't fond of instant death spikes. Aeterna Noctis was a charming little indie Metroidvania that was clearly a labor of love.
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