Retro Replay Review
Gameplay
The first hour gets the fundamentals right. Ares moves through side-scrolling corridors and small platforming sections while you aim independently with a crosshair, so you can retreat, jump, duck, or line up shots without being locked into a single direction. That extra freedom makes routine enemy encounters more engaging than they initially look, particularly when threats occupy different parts of the screen.
Progression gives the action its momentum. Mid-air jumps and sliding arrive gradually, every completed stage brings a new weapon, and the recycle menu lets you turn enemy materials into repair kits, weapon upgrades, and grenades. You are not just clearing rooms; you are deciding whether your next haul should make Ares safer, stronger, or better prepared to pry open secrets. The grenade types matter because they double as tools: HE grenades destroy gas canisters, while EMP grenades disable electronic gates.
That structure has a catch. Enemies respawn the moment you leave a screen, which means you can always grind materials and recover from a rough stretch by crafting more supplies. It is merciful, but it can also make revisiting an area feel like busywork rather than exploration. The Valkyl Zypher Cannon helps break up the rhythm: fill its bar through combat, call in the screen-freezing strike, and damage every visible enemy. Bosses at the end of each level provide a welcome punctuation mark, though the route to them can grow repetitive.

Graphics
A.R.E.S. keeps you in 2D side-scrolling station environments, with Ares, enemies, projectiles, platforms, elevators, and the independently controlled aiming reticle sharing the same view. The most useful visual choice is that crosshair: it makes it immediately clear where your fire is headed while Ares is moving through a crowded area. Valkyl’s emergency attack also has a striking on-screen interruption, freezing the action before it hits everything in view.

Story
The setup is efficiently pulpy science fiction. An unidentified object in the Junk Sector leaves a station flooded with zytron gas that overrides its circuitry, and Dr. Julia Carson’s investigation team becomes trapped inside. As Ares, a robot protected by a compound derived from the gas sample, you are sent in to rescue Carson and the other survivors.
Valkyl, Ares’s tactical support satellite, supplies the mission information and briefings, so the story arrives as a practical stream of instructions rather than a sprawling drama. It fits the game’s pace: you get enough context to understand why you are pushing deeper into the station, then it gets out of the way.
Data cubes offer the most tempting reason to look beyond the critical path, unlocking character and enemy information when found. Still, this is clearly a first chapter, and the five-stage structure leaves the narrative feeling more like a launching point than a fully resolved adventure. If you need a big, intricate story to carry an action game, this will not be the main draw.
Overall Experience
A.R.E.S.: Extinction Agenda is enjoyable when you treat it as a brisk, upgrade-driven 2D shooter rather than a deep platforming epic. Independent aiming, unlockable movement options, multiple weapons, item crafting, hidden areas, and regular bosses give it more texture than simply marching right and firing. The new suit gained halfway through also arrives at the right time, reinforcing the sense that Ares is becoming more capable as the station pushes back.
Its frustrations come from the same systems that make it forgiving. Respawning enemies guarantee a source of materials, but they blunt the satisfaction of having cleared a room and invite needless repetition. The recycle system is useful, yet the need to stock repair kits or special grenades can pull the pace away from the clean forward drive its combat does well.
There is enough here for a good weekend action game, especially if you like combing levels for cubes and power-ups, building a preferred loadout, and saving a powerful support strike for a crowded moment. The payoff is real but modest: satisfying shooting and progression inside a short campaign that occasionally mistakes resource grinding for longevity. Give it a chance if that old-school loop sounds comforting; skip it if respawning foes and repeated screens are immediate deal-breakers.
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