

Infernax features some light Metroid and Castlevania-style elements that bring new life, entrances, and secrets to places you’ve explored dozens of times. From the start, I bought into Berzerk’s narrative that a devilish figure was bringing dark magic to this otherwise normal and holy place, and not once did it fall short of selling that premise. The game’s Castlevania II inspiration is present throughout Darsov and its neighboring areas, and Berzerk skillfully raises the stakes by using troubled citizens like cursed husbands or nightmare-ridden children to revel in the misery that drapes the land. The combat alone was enough to keep me progressing forward, but the world that Berzerk built was just as interesting. Throughout it all, I was always intrigued by what was inside the next dungeon or what mischievous plan a mysterious citizen was up to.

Over the next 10 hours, I’d defeat hundreds of monsters, decide the fate of evildoers and the unlucky, complete quests, and cheekily solve problems, all while attempting to track down and destroy five orbs that protect the big demonic baddie haunting the lands. But, Alcedor has the power of prayer and a bloody mace on his side. Pentagrams and other satanic relics and imagery are scattered about to remind you that these once holy lands are now infested with demons and other monstrous beings. Towns like Darsov are overrun with mysterious monsters seemingly controlled by a devil-like figure. You begin Infernax as a crusader returning to your homeland, but you haven't lost your urge to crusade. For the most part, it expertly replicates those experiences that defined that era of games.
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Infernax is one part an homage to those retro games of old – sometimes to a fault if the punishing difficulty of the NES era is not something you enjoy – and another part Berzerk Studio’s crack at creating something new. It plays right after you begin a new game, setting up what’s in store for you. Infernax’s quick and beautiful prologue is reminiscent of Castlevania II: Simon’s Quest, which this game seems to be heavily inspired by. It is a brutal introduction to the “kill or spare” choice system that presents itself a handful of times throughout Infernax, and it was only a taste of the carnage that’d soon color my crusader’s journey to defeat evil once and for all. Their face was mangled, with eyes popping out the sides, as the mace destroyed everything between their nose and the cowlick on the back of their head. I chose to kill them, and without a moment’s hesitation, my character’s mace crushed through their skull. In the first 10 minutes of Infernax, I faced a choice to kill or spare someone who asked to die.
