ANTRO Review - PS5

• written by Krist Duro
ANTRO Review - PS5

ANTRO is more of a mood piece than a traditional platformer, a rhythm-fueled ride through a dystopian world that feels all too real

“Experience” is probably the best word to describe ANTRO. It's not quite a full-fledged game in the traditional sense—at just around an hour in length, it feels more like an interactive short film, a slice of rhythm-powered rebellion wrapped in some of the most stylish dystopian world-building I've seen in a while. That might sound like a backhanded compliment, but it's really not. ANTRO does some things brilliantly, especially in how it builds atmosphere and layers its story visually and sonically. Gameplay-wise though? That's where it doesn't always quite hit the mark.

You play as Nittch, a hooded rebel trying to spark change in a decaying underground city controlled by a faceless authoritarian regime. There's a lot of implied depth to this world, hinted at through propaganda posters (“Make Antro Great Again”) or dystopian re-creations of real-world moments like that iconic Apple LISA ad or maybe more like V for Vendetta, now twisted into a commentary on control and surveillance. These visual touches elevate the game's setting far above what its short runtime might suggest. The city feels like it has a history, a social structure, and a sense of decay that's not just aesthetic, but narrative.

The story revolves around resistance—an underground (literally and metaphorically) movement fueled by music, rhythm, and a desire to break free from the system. While the core plot is about igniting a revolution, it's not told through heavy exposition. Instead, the game shows rather than tells, using clever environmental details, the occasional short cutscene, and especially the musical segments to push the narrative forward.

The gameplay itself falls into two primary categories: "free-movement" sections and "rhythm-infused" infinite runners. In the former, you control Nittch as he walks through small environments—back alleys, underground hideouts, urban ruins. These sections are mostly linear and tend to push you subtly to the right, but they allow for some degree of exploration and environmental storytelling. You can jump, slide, and bash drones with your trusty club. These segments are serviceable, if a bit underwhelming. They don't really offer much challenge or depth; it's more about moving the story forward and soaking in the atmosphere than engaging with mechanics.

Then there are the rhythm runner segments, which ANTRO really leans into. This is where the game comes alive, and occasionally falls flat. During these moments, Nittch sprints forward automatically, and it's up to you to hit jump, slide, or attack buttons in time with the music. It starts off feeling like a regular auto-runner, but then you notice the beats line up with the actions. Every drum hit is a jump, every bass thump a slide. Once you get into the groove, these sequences become a kind of dance—part rhythm game, part chase scene, part visual storytelling. The background art during these moments is absolutely stunning, layering cityscapes, propaganda, and chaos in motion. It's immersive in a way few short games manage.

But it's also here where ANTRO can frustrate the most. The game expects precision, sometimes more than the controls can reliably offer. There's a noticeable lag in responsiveness that becomes an issue the deeper into these sequences you go. Since you're kinda syncing your inputs with the beat, and the game is designed tightly around that beat, even a slight input delay can throw the whole rhythm off, leading to failed runs and forced restarts. And when it happens several times in a row, especially near the end, it turns a cool concept into a test of patience.

The songs themselves are good, full of fire and purpose, but they're all in Spanish—and while that's not inherently a problem, if you don't understand the language, a lot of the narrative punch of the lyrics will be lost. You feel the emotion in the performances, but the nuance of what's being said in those intense moments doesn't always come through. Subtitles might've helped, or even a visual lyric overlay timed with the beat. As it stands, you're mostly relying on tone, which works, but not completely.

There are also some light rhythm puzzles scattered throughout. These involve pressing the correct face button (square, triangle, etc.) at the right time to progress. They're fine, but forgettable. They exist more to break up the pace than to challenge you, and they don't really evolve past the basics.

Where ANTRO truly shines is in its presentation. It's slick, cinematic, and unapologetically bold. The world feels lived in, from the graffiti-stained corridors to the propaganda-infused murals. Every frame feels curated, like a panel out of a dystopian graphic novel. The color palette—dominated by harsh neons, deep shadows, and concrete greys—sets the tone perfectly. The game's cinematics blend seamlessly with gameplay, and the transitions between movement and rhythm sections are often smooth and theatrical.

But the final act takes a sharp turn into the artsy, metaphor-heavy territory. The narrative shifts from clear rebellion to symbolic introspection, and it becomes a bit muddled. You can tell the developers were aiming for something profound, something that reflects on the state of modern society, the power of music, and the nature of control, but it doesn't quite land. It feels like it's trying to say something important, but the message gets lost in the style.

And maybe that's the biggest takeaway from ANTRO: it's a game with style in spades, ambition for days, and gameplay that sometimes can't keep up with either. It's short, maybe too short, and it doesn't evolve its core mechanics in any meaningful way. But despite those limitations, it still manages to leave a strong impression. You'll remember the music, the striking visuals, and those moments when everything clicks and you're flowing to the beat like a rebel with a cause.

ANTRO isn't a game for everyone. It's short, mechanically simple, and occasionally frustrating. But it's also stylish, bold, and built on a clear artistic vision. It's more of a mood piece than a traditional platformer, a rhythm-fueled ride through a dystopian world that feels all too real. When it works, it's electrifying. When it doesn't, it's still interesting. And even with its flaws, I still think it's absolutely worth experiencing, just don't expect a deep or polished gameplay loop. Expect a beat, a rebellion, and a game that swings hard for something different. Thanks for reading!

The game was reviewed on a PS5 via a promo copy provided by PR. ANTRO is available on PS5, Xbox Series and PC.

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