Where the Seeds Fall review (PS5)

Published by Cygames and developed by CygamesEdge and ZEREO Inc., Where the Seeds Fall is a compact platforming adventure that turns a familiar genre convention on its head. Rather than challenging players to climb increasingly difficult obstacles, the game revolves around making a dangerous descent through the branches of an enormous tree. Humanity has abandoned the surface world after it became contaminated by a mysterious Blight, forcing survivors to establish their homes high above the ground. However, when a soldier encounters a young Fell Child, someone considered an omen of disaster by the remaining population, he decides to disobey his orders and escort her towards the world below. What follows is a relatively short journey that combines environmental platforming with a more personal story about loss, protection and prejudice. The premise is interesting enough to establish an immediate sense of purpose, although the narrative itself does not always make the most of its emotional potential.

The relationship between the soldier and the child provides the main emotional foundation of the adventure. The protagonist’s resemblance between the girl and his deceased daughter helps explain his decision to protect her, while the world’s treatment of Fell Children introduces an additional layer of conflict. The storytelling is generally understated, relying more on visual moments and the interactions between the two characters than extensive dialogue. This approach has its merits, and some of the quieter scenes manage to convey genuine warmth. Nevertheless, the emotional connection remains somewhat underdeveloped. Small interactions, including dancing and celebratory high-fives, attempt to establish a stronger bond, but they do not always feel substantial enough to make the relationship particularly memorable. The narrative also follows some familiar emotional beats, while its relatively short duration leaves certain developments feeling rushed. It provides a reasonable motivation for the journey, but does not quite reach the emotional heights its premise suggests.

Where the Seeds Fall’s strongest idea is undoubtedly its approach to platforming. Instead of working towards the top of a structure, players must find a safe route down through the increasingly unstable branches of the World Tree. This seemingly simple reversal changes the way familiar platforming mechanics are approached. Every jump requires consideration of the available landing spots, the distance involved and environmental factors such as strong winds. Gravity is effectively the main opponent, and once a jump has been initiated, there is often little opportunity to correct a bad decision. Successfully navigating a particularly challenging sequence of platforms can therefore be surprisingly satisfying. The game also avoids the particularly punishing approach associated with some of the rage-inducing platformers that inspired its design. Frequent checkpoints make mistakes less frustrating, encouraging experimentation rather than forcing players to repeat lengthy sections after every failed attempt. This makes the experience more approachable, although those looking for an exceptionally demanding platforming challenge might find the overall difficulty somewhat underwhelming.

There is more to the descent than simply jumping from one platform to another. The child accompanying the soldier provides several useful abilities, including temporary gliding and additional aerial movement that can help reach otherwise inaccessible areas or soften particularly dangerous falls. Players can also collect flower buds and throw them towards a desired landing spot, causing a flower to bloom and absorb the impact. This Flower Dive mechanic is particularly important, as it opens up additional possibilities for navigating the environment and finding alternative routes. Other opportunities include using water to break a fall and attacking certain enemies from above to avoid taking damage. Meanwhile, the Blight introduces areas where lingering for too long becomes dangerous, while corrupted enemies can force players to reconsider their route or move more quickly. These additions provide some welcome variation, but they do not fundamentally change the central gameplay loop. After a while, the different obstacles begin to feel like variations on the same basic challenge rather than substantial new ideas.

Unfortunately, the controls are considerably less convincing than the underlying concept. Precise movement is essential when navigating narrow platforms and planning potentially fatal jumps, yet the soldier does not always respond as cleanly as the gameplay demands. Movement can feel floaty, with noticeable sliding after releasing the analogue stick, while changing direction or adjusting a jump can be unnecessarily awkward. This becomes particularly problematic when trying to land on smaller platforms, where even a relatively minor movement can send the character tumbling into the abyss. You could argue that the relatively weighty movement is intentional, encouraging players to learn the character’s momentum and approach every obstacle carefully, and mastering these movement characteristics could become an enjoyable part of the experience. However, there is a difference between deliberately demanding movement and controls that occasionally feel imprecise. When a game revolves so heavily around timing and positioning, accidental deaths caused by awkward handling are difficult to overlook. Checkpoints soften the frustration, but they do not entirely solve the problem.

Visually, the World Tree provides a promising foundation, with its enormous branches and seemingly endless drop creating an appealing sense of vertical scale. The contrast between the fragile platforms and the seemingly bottomless space beneath them helps reinforce the danger of every descent. The more minimalist presentation and watercolor-like backgrounds also give the adventure a relatively peaceful appearance, which works well alongside its quieter narrative approach. However, the presentation does not evolve as much as one might hope. The environments can start to look remarkably similar, and there is not always a convincing sense of geographical progression as players get closer to the surface. Some character models and animations also lack the refinement needed to make the interactions particularly expressive. The result is an attractive setting built around an appealing visual idea, but one that gradually loses some of its impact through repetition.

The audio presentation is a less convincing aspect of the overall experience. The opening cutscenes lack voice acting, which makes it harder for some of the early narrative moments to establish the emotional weight they are aiming for. Given how much the game relies on the relationship between its two central characters, stronger vocal performances could have helped bring their interactions to life. The more restrained approach is not necessarily inappropriate for this kind of adventure, but it does contribute to a presentation that can occasionally feel rather muted.

Another consideration is the game’s relatively limited length. The main adventure takes approximately three hours to complete, although some playthroughs may be closer to two hours depending on how quickly players navigate the levels and whether they explore additional challenges. Once the credits roll, harder maps and time-trial challenges provide some additional opportunities to put the platforming mechanics to the test. These modes will probably appeal most to players interested in improving their descent times and competing for better results, rather than those simply looking for more narrative content. Unfortunately, the limited environmental variety and relatively repetitive gameplay mean that the incentive to return is not particularly strong for everyone. The short duration does at least ensure that the central idea does not wear out its welcome completely, and the relatively modest scope makes it an easy adventure to fit into a couple of evenings. Still, players who expect substantial replay value or a lengthy campaign should adjust their expectations accordingly.

Where the Seeds Fall is an interesting first release from CygamesEdge, demonstrating how a relatively simple twist on an established genre can produce an engaging experience. The idea of navigating a dangerous descent rather than climbing towards a destination gives the platforming a distinctive identity, while the flower-based landing mechanic and the child’s aerial abilities add some welcome possibilities to the traversal. Its approachable difficulty and frequent checkpoints also make it less intimidating than some of the games it draws inspiration from. However, the slippery controls are a significant drawback, particularly when precision is so important, while the repetitive environments, underdeveloped character relationship and limited replay incentives prevent the adventure from reaching its full potential. There is enough here to make the journey worthwhile, especially for players looking for a relatively inexpensive and short platforming experience, but the execution does not quite match the promise of its central concept.

Score: 6.8/10

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