Seraph is a well-done and very challenging platforming shooter that kind of makes me think of a mix of Bayonetta and an old Xbox game called Gunvalkyrie, but as a side-scroller. You also have an upgrade system like that of an action-RPG, where enemies drop resources that can be used to improve your weapons, spells ("Miracles"), and special limited-durability items that are the closest thing you get to armor. In addition, your character gains passive buffs, either from gathering the game's equivalent of experience points or from using special items called Shards, which interact with Seraph's three skill trees--Munitions, Defensive (which I recommend focusing on first, because your very limited health needs all the increases it can get) and Holy, which is a mix of offensive and defensive bonuses. Shards work similarly to combining metal in Team Fortress 2: three of Shard A makes Shard B, which is stronger; three of Shard B makes Shard C and so on, and Shard strengths and rarities are represented through colors, similarly to a loot system. The game doesn't really "have" a loot system per se, as other than finding resources and Shards that enemy Daemons drop, you are responsible for what you want to earn and upgrade. You can't make crafting decisions while you're in the middle of playing a section, but you can do so in between levels, as well as (smartly) from the main menu, which comes in handy if you know you're facing one big enemy instead of many little ones. However, you also don't have true weapon loadouts: other than your dual auto-pistols, which are always with you and are your only infinite-ammo weapon, you can carry a second weapon by gathering one from numerous lockers spread throughout the game. Which weapon you get--shotgun, assault rifle, submachine gun, railgun--is randomly generated, though some lockers might instead just offer extra ammo for the one you already have. Weapons don't have randomly generated prefixes or suffixes that determine their capabilities, so their power generally depends on your investments into upgrading their stats. Don't neglect your pistols, as they're invaluable when your stronger weapons run out of ammo. Even basic enemies can severely damage Seraph, and health pick-ups are very rare and rather meager when they do appear; in some cases these will barely replenish the equivalent of taking one hit. The game's central mechanic is its 360º evade system, whose two quickly recharging uses also function as a quadruple jump. You're meant to rely on the invincibility frames this gives you. Seraph targets enemies automatically and is generally smart enough to prioritize the close ones, though you can also lock onto them if you want the camera to focus on enemies instead of you. At times I'd like to zoom the camera out before blindly jumping into an area I can't really "scout out" beforehand. Along with replenished health, you get three lives per level, each of which having a significantly smaller maximum health than the one before it, so you effectively have 200% health spread over three lives. Lose all of those, and--this was forewarned but may turn a lot of customers away--you resurrect at the last checkpoint you activated, even if it was in a previous level. Many levels, which individually are small despite their nonlinear design, have secret areas that have these checkpoints and health/gun/ammo refills, so after you complete an area, you might not want to make a beeline for the exit without also looking for a secret checkpoint, unless you're already about to die. The game's few major boss fights thankfully auto-save at their beginnings. You can also find text logs, and for its genre the game actually bothers to tell a decent story; its writing style is flowery yet sometimes vague, but the story tries to be more complex than just a straight good-versus-evil tale despite its techno-religious motif. It's even a bit touching when it's not being cynical. These logs, which can be read during gameplay or accessed from the main menu, do a good job of setting up the complex relationships of the game's small cast, especially between Seraph and "its/their" vessel--intriguingly, but never ham-handedly, a Middle Eastern woman, whose interesting backstory brings up a lot of ethical questions. Character dialogue can be skipped but is worth reading. Even the weapons, the various Daemons, and the resources they drop have their own little bits of lore, which is a really nice effort despite the weapon designs lacking creativity. All these bits of story do a good job of explaining concepts other genre entries might take for granted: why are there Daemons, and why do you in particular want to fight them? How does gameplay death work if you're an angel? How do experience points work? Some of the Daemons, however, look like they came out of Dead Space and were then run through a grayscale filter--some more color and design variety would have been nice. The ending gives you two choices but doesn't really explain much afterward, even if I still had fun overall. Many enemies also have icons over their heads representing their abilities, but the game doesn't extensively explain those unless you look them up in the main-menu manual; the ones that really matter, however, will probably become obvious during gameplay. The procedurally generated level designs function well (except for the one time a mandatory enemy spawned inside of a wall, forcing me to exit my Survival run) but don't always have a lot of 'art' to them. Graphically there's not as much style as something like Transistor or Mark of the Ninja, but the setting concept is thoughtful and interesting. The soundtrack, which reminds me of a mix of Frozen Synapse and Splinter Cell: Chaos Theory, is a lot better. On smaller notes, some of the platform supports can be jumped through while others cannot (not sure why), and the "Motes" you gather sometimes look a bit too similar to the light fixtures. The single biggest reason to play the game, besides its defense mechanism, is its difficulty, numerically represented in a corner of your screen. This adapts to your playing skill and singlehandedly keeps the game fun: the early levels might seem too easy while the game calibrates, but that won't last. You can also choose starting difficulty from a few options. The main story may only take about four hours, but the last boss fight was INSANE even compared to the rest of the game (14 Nov EDIT: This difficulty got nerfed shortly after the game's launch but is still formidable) and took me yet another four hours' worth of attempts, with the difficulty never decreasing all the while. I'm not complaining--it was amusing and even somewhat welcome to see a game so utterly unapologetic about its challenge, and I most certainly never got bored. However, (this will hopefully be fixed) that last fight could use better optimization, since the bullet spam repeatedly slowed down my framerate--devastating in a high-speed game like this--and caused one of my two crashes. There's also a funny but minor glitch where Seraph's graphic got stuck in a prone position but otherwise played fine. A controller is highly recommended, as the keyboard technically works but makes directional evades a bit of a pain. Most actions can be rebound, except for pausing and (on a controller) movement and enemy focusing, though the left and right stick functions can be swapped. You also have daily and survival challenges you can do, complete with leaderboards, and some select rewards from these challenges carry over to the main game. If you perform well (e.g., top 75%/50%/etc. of players), you can get extra items. Other than some issues with the art and the game's stability, I've been very happy with this little game that takes a simple concept and keeps it exciting. Time to start New Game Plus! (Update: I don't even know how many playthroughs I've done now.)