Atomic Owl review (PS5)

Monster Theater’s Atomic Owl arrives with the kind of pitch that immediately grabs attention: a retro-styled action platformer with roguelite progression, anthropomorphic bird warriors, synth-heavy music and a talking demonic blade accompanying the player on a revenge quest through a collapsing world. Set in the neon-infused realm of Judanest, the game follows Hidalgo Bladewing as he attempts to rescue his corrupted allies from the influence of the Crow Sorcerer Omega Wing. It’s a knowingly dramatic setup that leans hard into early ‘90s anime and action game sensibilities, and while the storytelling occasionally struggles to fully land its emotional beats, the sheer sincerity behind its worldbuilding gives it an identity that’s difficult not to appreciate. The combination of earnest melodrama, eccentric dialogue and intermittent voice acting creates a world that feels charmingly rough around the edges rather than sterile or overly polished.

The strongest immediate impression comes from the game’s audiovisual presentation. Atomic Owl’s hand-drawn pixel art is consistently striking, layering expressive character animation with richly coloured environments that bounce between ancient ruins, futuristic cityscapes and dreamlike digital spaces. There’s a lot of personality packed into even minor details, and the art direction often succeeds in making the world memorable even when individual gameplay sections become repetitive. The soundtrack deserves equal praise, blending synthwave influences with retro action sensibilities to create a score that injects energy into both exploration and combat. Boss encounters in particular benefit from the music’s intensity, even when the fights themselves don’t always live up to the spectacle surrounding them.

Gameplay settles somewhere between precision platformer, hack-and-slash action game and lightweight roguelite. Hidalgo’s movement toolkit is responsive and fast, with dashes, wall jumps and gliding mechanics giving traversal a satisfying rhythm once everything clicks into place. Combat also offers more flexibility than expected thanks to the ability to swap between multiple weapons at will, ranging from quick melee strikes to heavier damage-dealing options and ranged attacks. The game does a respectable job of encouraging experimentation, particularly when different enemy types demand different approaches, and the inclusion of temporary run-based upgrades helps vary individual attempts to some degree. There’s an immediacy to the controls that makes Atomic Owl easy to pick up despite its relatively demanding structure.

Where the experience becomes more divisive is in how it handles its roguelite framework. Atomic Owl adopts the familiar loop of repeated runs, permanent upgrades and gradual player improvement, but the structure lacks the unpredictability typically associated with the genre. Levels remain largely static between runs, meaning repeat attempts can start to feel more like replaying a checkpoint-less platformer than adapting to evolving scenarios. Persistent progression does soften the frustration through permanent health boosts and new abilities, but the absence of stronger randomisation limits the sense of discovery that often keeps roguelites fresh over longer sessions. The result is a game that frequently feels caught between two design philosophies without fully committing to either one.

Level and boss design also produce mixed results over the course of the adventure. Some stages make excellent use of the game’s movement systems, particularly during high-speed chase sequences and more traversal-focused sections, but other areas rely heavily on familiar corridor layouts and combat arenas that don’t always take full advantage of the game’s aerial movement potential. Boss encounters similarly look impressive but often prioritise spectacle over mechanical depth, with patterns that become manageable once learned and difficulty spikes that sometimes feel more chaotic than carefully tuned. Even so, Atomic Owl generally maintains enough momentum to keep pushing players forward, especially thanks to its brisk pacing and relatively concise runtime.

A bigger concern is the overall level of polish. Technical issues ranging from collision problems to bugs were seen, suggesting that Atomic Owl launched with a degree of issues that undercut some of its strongest qualities. On consoles, the experience appears more stable overall than some early PC impressions indicated, but there are still moments where rough edges become difficult to ignore. The inconsistent implementation of voice acting, occasional readability issues in darker areas and some awkward platforming segments further reinforce the feeling that the game could have benefited from additional refinement before release.

Even with those shortcomings, Atomic Owl remains a surprisingly compelling indie project because of how much personality it pours into every aspect of its design. There’s clear affection here for retro platformers, anime melodrama and old-school action games, and that enthusiasm carries the experience through many of its weaker moments. The game may not fully realise its ambitions as either a roguelite or a precision platformer, but it still succeeds at delivering fast-paced combat, memorable audiovisual design and a distinct atmosphere that helps it stand apart from the increasingly crowded indie action scene. For players willing to tolerate some uneven design decisions and lingering roughness, Atomic Owl offers a colourful and energetic adventure with enough charm to leave an impression.

Score: 6.8/10

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