Before I Go – Beautiful Metroidvania Followed by Satisfying Platforming

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  • DEVELOPER: J’s Labratory
  • PUBLISHER: J’s Labratory
  • PLATFORMS: PC, PlayStation 5, Xbox Series X/S, Xbox One, Nintendo Switch
  • GENRE: Platformer / Metroidvania
  • RELEASE DATE: April 13, 2024
  • STARTING PRICE: 19,99€
  • REVIEWED VERSION: PC

Before I Go is a side-scrolling platformer and Metroidvania that immediately stands out for how polished and thoughtfully put together it is. It’s one of those games where you can clearly see the care in its design, from the visuals to the pacing. At the same time, despite all of that, it ends up being a bit of a mixed experience, with some genuinely great elements and some noticeably underwhelming ones that hold it back.

Beautiful, atmospheric world in search of a story

On paper, the story sounds intriguing. You play as a young child in a broken, limbo-like world where an ominous affliction has left everything in a state of decay and despair. It’s supposed to be a contemplative journey about existence, loss, and finding peace.

The setting absolutely supports that idea. The world is filled with color despite its bleak tone, and the atmosphere is fantastic. Instead of relying heavily on music, the game leans into ambient sound design and subtle audio cues, which works really well in building that eerie, almost dreamlike feeling.

However, the actual narrative doesn’t live up to that premise at all. In practice, the story is almost nonexistent. You move from one area to another without much direction, occasionally encountering characters, but their dialogue rarely feels meaningful or impactful. There’s no strong sense of progression in the storytelling, and by the time you reach the ending, it doesn’t really carry any emotional weight. It feels like the game wants to say something important but never quite manages to deliver it.

What carries the experience instead is the gameplay, which leans heavily into classic Metroidvania structure. You explore interconnected areas, unlock new abilities like dashing, wall climbing, and combat upgrades, and gradually open up more of the map. Progression is tied to exploration rather than strict boss gating, which keeps things moving at a steady pace.

Tight platforming, stingy checkpoints, and forgettable bosses

Platforming is easily one of the strongest aspects of the game. It’s not overly difficult, but it’s extremely well-paced. It strikes a nice balance where it challenges you just enough without becoming frustrating or overly punishing. Movement feels tight and responsive, and the game does a great job of introducing new mechanics without overwhelming you. It’s the kind of platforming that feels satisfying without demanding perfection.

That said, the checkpoint system is where things start to fall apart. The game is far too stingy with save points, especially in the mid and late game. There are multiple instances where you’ll go through long stretches of exploration or complete a difficult platforming section, only to realize there was no checkpoint nearby. You can technically purchase checkpoints using a special resource, but that often feels like a waste, and it doesn’t solve the core issue. Better checkpoint placement would have gone a long way in smoothing out the experience.

Combat is fairly simple but functional. You have a basic shooting mechanic that expands slightly as you unlock upgrades, but it never becomes particularly deep. It does its job, and once you get into the rhythm of dodging and attacking, it feels decent enough. Enemy variety exists, but it starts to feel repetitive over time when you spend a good amount of time in one area. It’s not a dealbreaker, but it does make combat less exciting the longer you play.

Boss design is another area that feels underwhelming. The game doesn’t aim for high difficulty, which is fine, but the bosses end up being too easy and not particularly memorable. Early bosses can often be defeated on the first try, and while later ones introduce slightly more complexity, they still don’t feel like major milestones. There’s also an odd pacing issue, where it takes quite a long time to reach certain bosses, only for the encounters themselves to feel relatively short and straightforward.

The final verdict

Visually, though, the game is outstanding. The art style is beautiful, environments are diverse and well-crafted, and everything feels cohesive. Each biome has its own identity, and the overall presentation is one of the game’s biggest strengths. It’s clear that a lot of effort went into making the world feel alive, even if the narrative doesn’t fully support it.

One thing I do appreciate is that the game doesn’t try to be something it’s not. It doesn’t lean into overly punishing difficulty or Souls-like design philosophies. Instead, it keeps things accessible and straightforward, which makes it a great entry point for newcomers to the genre. It’s easy to pick up, easy to understand, and doesn’t demand excessive trial and error to progress.

In the end, Before I Go is a really solid game with a strong foundation. It excels in presentation, atmosphere, and platforming, delivering a polished and enjoyable experience. At the same time, it falls short in areas like storytelling, checkpoint design, and long-term combat variety, which keeps it from reaching its full potential.

If you’re new to platformers or Metroidvanias, this is actually a great place to start. It’s approachable, well-made, and easy to get into. But if you’re already experienced with the genre, you’ll probably find it a bit too simple and, at times, slightly disappointing. Still, despite its flaws, it’s a well-crafted game that’s definitely worth your time.

Before I Go is a polished and thoughtfully put together game with outstanding visuals and fantastic atmosphere, yet undermined by an almost nonexistent story and a stingy checkpoint system. However, the platforming is well-paced, tight, and responsive – easily the strongest aspect of gameplay. Plus, the narrative doesn’t live up to its premise at all, you move from area to area without much direction and the ending carries no emotional weight.

Ending Thoughts

Pros

  • Outstanding visual presentation: Beautiful art style and diverse, well-crafted biomes create a cohesive world.
  • Excellent atmosphere and sound design: Ambient audio and subtle cues build a unique, dreamlike tone.
  • Well-paced, satisfying platforming: Tight controls and smooth movement make traversal consistently enjoyable.
  • Polished and accessible design: Easy to pick up, making it a great entry point for newcomers to the genre.
  • Strong overall foundation: A well-crafted Metroidvania structure that delivers a solid, enjoyable experience.

Cons

  • Weak and underdeveloped story: Narrative lacks depth and emotional impact, especially toward the ending.
  • Frustrating checkpoint system: Sparse save points lead to unnecessary repetition during longer sections.
  • Underwhelming bosses and combat depth: Encounters are often too easy and lack long-term engagement.
  • Too simple for genre veterans: Limited challenge and depth may disappoint more experienced players.
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