Gennady review (PS5)

Gennady is not particularly concerned with making a good first impression. Waking up in an alien meat factory wearing nothing but his underwear is hardly an ideal start to anyone’s day, especially when the surrounding facilities are crawling with grotesque creatures seemingly intent on turning him into the next item on the production line. Developed by Feed 64 and published by Feed 64 and Vsoo Games, this unusual roguelike platformer follows its unfortunate protagonist as he attempts to fight his way out of this nightmare. Its combination of dark humor, deliberately disgusting creature designs and old-school cartoon aesthetics immediately gives it a personality of its own, although surviving long enough to appreciate everything it has to offer is another matter entirely.

Narratively, Gennady doesn’t spend much time explaining its bizarre circumstances. Instead, players gradually piece together what has happened through comic-book sequences and notebook pages discovered throughout their runs. This approach provides some incentive to explore and keep progressing, although the story itself is unlikely to be the main reason anyone sticks around. Gennady’s appeal lies more in its absurd premise and the personality of its unlikely protagonist than in any particularly sophisticated storytelling. There are hints of something more substantial beneath the gore and crude humor, but the narrative remains deliberately fragmented. Nevertheless, the gradual revelations provide enough context to give the adventure some direction without constantly interrupting the action.

The gameplay combines traditional side-scrolling platforming with roguelike progression, sending players through a series of increasingly dangerous environments assembled from procedurally arranged rooms. Each attempt brings different combinations of enemies, traps and platforming challenges, meaning that simply memorising a route won’t guarantee success. Gennady has access to double jumps, punches and a multi-directional dash, with the latter being particularly important. Besides helping him navigate gaps and avoid incoming attacks, dashing allows him to smash through biological obstacles and damage enemies by turning his own body into a rather effective projectile. Combat therefore revolves as much around positioning and movement as it does around attacking, encouraging an aggressive approach that can be satisfying once everything starts to click.

Another important mechanic is Rage Mode, which temporarily transforms Gennady into a considerably more dangerous version of himself. Movement becomes faster, attacks become more devastating and, most importantly, he gains temporary invulnerability. Defeating enemies and destroying environmental obstacles helps extend this state, rewarding players who maintain their offensive momentum. Unfortunately, the regular combat doesn’t always feel quite as convincing. The basic punches have limited range and relatively little impact, forcing players to get dangerously close to enemies, while the dash charges need to be managed carefully. Some encounters can consequently feel more awkward than challenging, particularly when aggressive enemies and environmental hazards combine to leave very little room for manoeuvres. The controls themselves are generally responsive, but getting the timing and positioning right requires considerable practice, and certain attack hitboxes can make encounters unnecessarily frustrating.

Between encounters, players can spend the larvae collected from defeated enemies on artefacts and other upgrades. These provide temporary advantages that can significantly influence the difficulty of a run, although their usefulness varies considerably. Some upgrades can make traversing the environments considerably easier, while others offer relatively little practical benefit. This reliance on randomised rewards means that the quality of available upgrades can have a noticeable impact on how successful an attempt becomes, without always providing the satisfying build-crafting found in stronger roguelikes. Death also doesn’t necessarily mean losing absolutely everything. The Alley of the Dead offers a way to preserve selected artefacts for future attempts, allowing players to carry some of their accumulated advantages forward. This is a welcome addition, especially given how punishing the game can be, although the overall progression system could have offered more meaningful permanent improvements. Checkpoints also provide occasional breathing room during longer sections, but losing accumulated upgrades and currency after a failed attempt can make an otherwise promising run particularly disappointing.

There are four distinct biomes to explore, each filled with different combinations of enemies, environmental hazards and increasingly demanding platforming sequences. Boss encounters provide a further test at the end of these areas, requiring players to recognise attack patterns and find opportunities to strike. The difficulty curve can be rather unforgiving, however. Some platforming sections demand precise jumps and dashes, while other encounters throw so many threats onto the screen that it becomes difficult to determine exactly what caused the latest loss of health. There are moments when Gennady crosses the line between demanding and frustrating, particularly when a poorly timed encounter or an unfortunate combination of randomly generated rooms can bring an otherwise successful attempt to an abrupt end. Still, there is an addictive quality to its gameplay loop, and learning to handle previously troublesome sections provides a genuine sense of accomplishment.

Where Gennady really distinguishes itself is its presentation. The predominantly black-and-white aesthetic gives the environments the appearance of a particularly gruesome animated comic book, with occasional splashes of color drawing attention to enemies, projectiles, environmental hazards and other important elements. The hand-drawn, frame-by-frame animations are particularly impressive, giving both Gennady and the various creatures a distinctive visual identity. The grotesque designs, fleshy surroundings and generally unsettling atmosphere also complement the game’s dark humor exceptionally well. There are clear echoes of classic cartoon platformers, although Gennady takes that inspiration in a considerably darker direction. The occasional color accents are effective in highlighting important details, even if the overall presentation can sometimes make it difficult to distinguish everything happening in particularly busy encounters. The restricted visibility in certain environments only adds to that problem, making it harder to anticipate incoming threats.

The audio complements the strange atmosphere, with a retro science-fiction feel to the music and suitably unusual sound effects accompanying the frequent bouts of violence. The voice acting during the cutscenes is another welcome touch, with its deep, almost detective-film-style delivery adding some additional character to the otherwise rather minimal narrative. Overall, the soundscape does its job of reinforcing the game’s peculiar identity, even if it doesn’t reach quite the same level of distinction as the visual presentation.

Gennady is ultimately a game with a very clear identity, and its willingness to embrace the grotesque makes it stand out in an increasingly crowded roguelike market. Its hand-drawn visuals, bizarre humor and satisfying movement mechanics provide a compelling foundation, while Rage Mode and the ability to preserve selected artefacts give players reasons to return after yet another unfortunate demise. However, inconsistent upgrade balancing, occasionally awkward combat and some particularly unforgiving platforming sections prevent the experience from reaching its full potential. Those looking for a finely tuned roguelike with extensive progression systems may find its limitations difficult to overlook, but players willing to put up with its rougher edges will discover an entertaining and genuinely unusual adventure. Gennady doesn’t always get the balance right between challenge and frustration, but there is enough personality here to make escaping this alien meat factory worth the occasional beating.

Score: 7.0/10

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