Selfloss Review (PS5) – I love when video games tackle real life issues and subjects that can be quite taboo for some to openly discuss.
Issues like depression, grief, suicide, exploitation and corruption are just some examples of topics that games I have played over the years have taken me into the depths of exploring.
By their interactive nature, games can often have a deeper emotional impact than passive media like movies or TV. The player can be put in the shoes of someone dealing with said issues and can actively partake in the delivery of the message.
Selfloss from tiny indie team, Goodwin Games sets players on a journey of exploration in search of a ritual to heal the wounded soul of main character Kazimir.
Selfloss Review (PS5) – Is It Better To Have Played And Lost, Than To Have Never Played At All?
Very Interesting Lore
This adventure finds its basis in Slavic mythology. The folklore has a pagan origin and its something which I had no knowledge of prior to the game. Drip feeding of the myths, legends and stories had me intrigued and it is beautifully presented as trading card style collectibles.
Each piece can be unlocked by finding scrolls hidden throughout your journey across the 5 chapters of the game. There are 22 pieces to collect each with its own unique, beautifully presented artwork.
Selfloss is a game that absolutely oozes atmosphere. From beautifully crafted environments that really sell the vibe of the journey, to an incredible haunting soundtrack that delivers weight to the atmosphere and vibe of the experience.
The title song – Selfloss, Håbets Ven hit home just like the first track that plays in Death Stranding. It had me rubbing my hands in anticipation of what may lay ahead on Kazimir’s journey as I sailed my tiny boat back to sore to perform my maiden Selfloss ritual.
Massive kudos to the team for so perfectly nailing this scene. It’s so powerful and this should stand as the benchmark for what this talented team is capable of.
Where the game fails to hit the mark is in a couple of areas. The animation of the main character doesn’t match with the struggle and emotional journey he is on. The movement feels whimsical when it really should express the weight of the burden Kazimir carries.
If his movement was slower, more laboured, then it would for me more aptly fit the tone and atmosphere of the game. He should only run where eluding impending danger.
In fact one of the most memorable scenes was a tense, nail biting run Crash Bandicoot style towards the camera as you evade a giant spider like creature. It’s very well put together and got the heart rate pumping.
You Shall Not Pass!
Next, the game would probably land better without combat. It often is frustrating and leaning more heavily into the use of the staff that you carry to repel enemies and solve puzzles would serve the gameplay much better.
Also the pacing of things like the sail on your boat that allows you to travel around the water faster kind of steals from the portrayal of the characters woes. Having the ability to only slowly row the boat with such effort and energy would depict the toll that life has taken on Kazimir.
The sail ability for the boat could then be tied to an upgrade or when you are carrying the elements you need to perform a ritual, giving a nice ebb and flow to the voyage.
Double-Edged Sword
Speaking of the camera, there is some really lovely camera work here as it moves around to give some really cinematic visuals. It is however a double-edged sword as the wandering camera sometimes obscured view during gameplay. A little bit of tweaking in some places is necessary to get it to a sweet spot.
The controls too leave a lot to be desired. The Last Guardian springs to mind with its archaic configuration.
The jumping mechanic is tied to placement and hitting L2 to perform the action. In this day and age the “X” button should be to jump and the player should have full agency over performing the jump rather than a button prompt appearing only at the point when you are able to jump.
Definitely a missed opportunity is the lack of inclusion of the unique DualSense features. the adaptive triggers and haptics of the controller would enhance and elevate the atmosphere, further immersing the player in the struggles of wading through swamps and mud and being battered by a raging ocean storm.
On one playthrough I managed to get all but 2 of the collectibles, so the Platinum trophy is more than attainable for most players. The initial run through the game will take around 7-8 hours and on completion you unlock chapter select – handy for mopping up those missing bits. The only complaint here is there’s no stats displayed for each chapter to show you where you missed things.
If there is anything that I take from my journey with Kazimir, it is that this small multi-disciplinary team of developers are capable of something quite special. I look forward to what their future releases can deliver as they hone their craft.
I would most definitely purchase a deluxe physical copy of this game if it included a nice world map, artbook and soundtrack.
Selfloss is out now on PS5.
Review code kindly provided by PR.




