{"id":7073809,"date":"2026-10-03T04:16:35","date_gmt":"2026-10-03T04:16:35","guid":{"rendered":"https:\/\/fivemor.com\/?p=7073809"},"modified":"2026-10-03T04:16:35","modified_gmt":"2026-10-03T04:16:35","slug":"end-of-abyss-review-void-stranger","status":"publish","type":"post","link":"https:\/\/fivemor.com\/?p=7073809","title":{"rendered":"End of Abyss Review \u2013 Void Stranger"},"content":{"rendered":"<p> <br \/>\n<\/p>\n<div>\n<p><span class=\"bigchar\">W<\/span>hen you first enter The Facility, you can feel the oppressive atmosphere without running into a single monstrosity or firing a single shot. Developer Section 9 Interactive, which previously worked at Tarsier Studios, showcases its incredible presentation skills right off the bat. The first 20 minutes are promising, as despite being accompanied by heavily armed yet calm soldiers, you feel vulnerable, like scraping the entrance of this chasm into the unknown.<\/p>\n<p>Sadly, it\u2019s not so. <em>End of Abyss<\/em> purports to be an atmospheric narrative experience in one stretch and a survival horror in the next, with the former stumbling due to tedious pacing and the latter lacking the fundamentals to back up its gameplay. There are elements of exploration, as you wander around finding keys to doors that lead to more doors that need keys, or tossing grenades at weak structures that strangely don\u2019t crumble. That is, when you\u2019re not swaying between difficulty spikes that make the backtracking more annoying than it already is.<\/p>\n<div><img fetchpriority=\"high\" decoding=\"async\" class=\"aligncenter wp-image-654068\" src=\"https:\/\/gamingbolt.com\/wp-content\/uploads\/2026\/10\/end-of-abyss-screenshot-2-1024x576.jpg\" alt=\"end of abyss screenshot 2\" width=\"720\" height=\"405\" srcset=\"https:\/\/gamingbolt.com\/wp-content\/uploads\/2026\/10\/end-of-abyss-screenshot-2-1024x576.jpg 1024w, https:\/\/gamingbolt.com\/wp-content\/uploads\/2026\/10\/end-of-abyss-screenshot-2-300x169.jpg 300w, https:\/\/gamingbolt.com\/wp-content\/uploads\/2026\/10\/end-of-abyss-screenshot-2-15x8.jpg 15w, https:\/\/gamingbolt.com\/wp-content\/uploads\/2026\/10\/end-of-abyss-screenshot-2-768x432.jpg 768w, https:\/\/gamingbolt.com\/wp-content\/uploads\/2026\/10\/end-of-abyss-screenshot-2-1536x864.jpg 1536w, https:\/\/gamingbolt.com\/wp-content\/uploads\/2026\/10\/end-of-abyss-screenshot-2.jpg 1920w\" sizes=\"(max-width: 720px) 100vw, 720px\"\/><\/div>\n<div>\n<p class=\"review-highlite\">&#8220;At the very least, the environmental design is intriguing, especially as it combines winding vents and walkways with barely-lit interiors. The limited color palette lends to the eeriness, and it\u2019s certainly to the developer\u2019s credit.&#8221;<\/p>\n<\/div>\n<div>The story starts minimally, as a unit arrives in this barren, run-down Facility. Their goals are kept extremely vague \u2013 for the most part, it\u2019s about getting things up and running again, which falls on your tiny shoulders. You\u2019re the Engineer, armed with a piddly little blaster and a far more useful scanner. While the rest of the unit is about protecting their Captain, it\u2019s on you to fix everything.Which wouldn\u2019t be the biggest problem if there wasn\u2019t a virus outbreak that had mutated the staff \u2013 from the scientists to the maintenance workers \u2013 and transformed them into mindless terrors. If that wasn\u2019t enough, it seems the core system is more than just acting up \u2013 it\u2019s sending out haunting messages, inviting those who can hear its message to \u201cjoin them.\u201d That sense pervades early encounters, where it feels like the system is working against you but trying to remain relatively inconspicuous. <\/p>\n<p>But the atmosphere itself is what really drew me in. The minimal dialogue allows you to take in the environment and what\u2019s happened while different telltale signs \u2013 a slimy trail here, the odd body horror there \u2013 get your imagination running. Unfortunately, it\u2019s hindered by the pacing, combat, and the sheer amount of backtracking. It also doesn\u2019t help that moments where you would piece things together first-hand are outright ruined by unwanted communication.<\/p>\n<p>For example, you\u2019ll venture to the reactor to reactivate it and power this mysterious beacon. After hitting the switch, nothing happens, and you\u2019re told it\u2019s on backup. As you descend to investigate the other routes you just passed by, a call comes in and tells you to insert three power cores to get the reactor running again. Which wouldn\u2019t be that offensive if it happened rarely, but it\u2019s far more common and butts in on the feeling of isolation and danger that you should feel.<\/p>\n<p>At the very least, the environmental design is intriguing, especially as it combines winding vents and walkways with barely-lit interiors. The limited color palette lends to the eeriness, and it\u2019s certainly to the developer\u2019s credit. However, it\u2019s very clear early on that this isn\u2019t quite a survival horror. While it\u2019s a mix of overhead exploration, the combat is more twin-stick shooter-like, with aiming tied to the right stick. You also have a pistol with unlimited ammo and the ability to dodge-roll. Any tension is immediately taken away in the early going since you can effectively kite enemies and waylay them with shots. There is a bit of sway to aiming, which can be annoying at times, but otherwise, it\u2019s relatively smooth sailing.<\/p>\n<\/div>\n<div><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-654067\" src=\"https:\/\/gamingbolt.com\/wp-content\/uploads\/2026\/10\/end-of-abyss-screenshot-1-1024x576.jpg\" alt=\"end of abyss screenshot 1\" width=\"720\" height=\"405\" srcset=\"https:\/\/gamingbolt.com\/wp-content\/uploads\/2026\/10\/end-of-abyss-screenshot-1-1024x576.jpg 1024w, https:\/\/gamingbolt.com\/wp-content\/uploads\/2026\/10\/end-of-abyss-screenshot-1-300x169.jpg 300w, https:\/\/gamingbolt.com\/wp-content\/uploads\/2026\/10\/end-of-abyss-screenshot-1-15x8.jpg 15w, https:\/\/gamingbolt.com\/wp-content\/uploads\/2026\/10\/end-of-abyss-screenshot-1-768x432.jpg 768w, https:\/\/gamingbolt.com\/wp-content\/uploads\/2026\/10\/end-of-abyss-screenshot-1-1536x864.jpg 1536w, https:\/\/gamingbolt.com\/wp-content\/uploads\/2026\/10\/end-of-abyss-screenshot-1.jpg 1920w\" sizes=\"auto, (max-width: 720px) 100vw, 720px\"\/><\/div>\n<div>\n<p class=\"review-highlite\">&#8220;Even if the shooting itself can feel solid, some of the design choices are strange (and annoying), to say the least. Your starting pistol can be upgraded at a workbench for ever-so-slightly more damage and a neat charge shot.&#8221;<\/p>\n<\/div>\n<div>Until enemies become damage sponges that are meant to \u201cbalance\u201d your ammo. As a result, you\u2019re less scared about multiple Cronenbergian horrors and simply bored, firing shot after shot. The game changes things up slightly by introducing other enemy types that require the Riot Shotgun, which has limited ammo. This is all well and good, but you\u2019re also facing fleshy enemies who start to deal absurd amounts of damage. Then you have the hostile drones, which feel more bullet hell-ish in how you deal with them. As a result, it feels far more convenient to fire from a distance with your pistol while backing away, even if it takes longer.If it sounds like all this dulls the oppressive atmosphere and makes this feel more like a exploration heavy title with far less compelling mechanics, enemy design, and yes, even bosses, you wouldn\u2019t be too far off. The result is the player often barreling down corridors, swinging their knife haphazardly to take out smaller foes, rather than feeling immersed. <\/p>\n<p>And even if the shooting itself can feel solid, some of the design choices are strange (and annoying), to say the least. Your starting pistol can be upgraded at a workbench for ever-so-slightly more damage and a neat charge shot.<\/p>\n<\/div>\n<p>The problem is that once fully charged, it fires automatically. And while that sounds somewhat realistic, the slight bit of sway means it can miss targets by an inch. Then there\u2019s the lack of manual reloading, which really makes the shotgun feel awful. You can only reload when it\u2019s fully empty, and interrupt the process for a single shot in the chamber. So if you know that you\u2019re venturing into a section with several enemies and have two shots loaded, don\u2019t count on loading the remaining two to be fully prepared.Earlier, I mentioned a scanner, which can detect Energy Cores in the environment to blast and open specific doors, identify logs, and even scan different hostiles for information on their weaknesses. Rather than swapping to a different mode on your weapon or simply activating it as an overlay, it\u2019s a physical device that you need to swap to and manually aim. While I feel like it could have been used more ambitiously, cutting out \u201cFocus M\u201d style communications completely, it\u2019s still one of the few things in <em>End of Abyss<\/em> that feels pretty seamlessly integrated.<\/p>\n<div><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-645629\" src=\"https:\/\/gamingbolt.com\/wp-content\/uploads\/2026\/06\/end-of-abyss-1024x576.jpg\" alt=\"end of abyss\" width=\"720\" height=\"405\" srcset=\"https:\/\/gamingbolt.com\/wp-content\/uploads\/2026\/06\/end-of-abyss-1024x576.jpg 1024w, https:\/\/gamingbolt.com\/wp-content\/uploads\/2026\/06\/end-of-abyss-300x169.jpg 300w, https:\/\/gamingbolt.com\/wp-content\/uploads\/2026\/06\/end-of-abyss-15x8.jpg 15w, https:\/\/gamingbolt.com\/wp-content\/uploads\/2026\/06\/end-of-abyss-768x432.jpg 768w, https:\/\/gamingbolt.com\/wp-content\/uploads\/2026\/06\/end-of-abyss-1536x864.jpg 1536w, https:\/\/gamingbolt.com\/wp-content\/uploads\/2026\/06\/end-of-abyss.jpg 1920w\" sizes=\"auto, (max-width: 720px) 100vw, 720px\"\/><\/div>\n<div>\n<p class=\"review-highlite\">&#8220;The combination of genres and approaches feels at odds with the experience, almost like End of Abyss isn\u2019t sure what it wants to be, and ultimately falters as a result.&#8221;<\/p>\n<\/div>\n<p>As intriguing as it can be to explore the Facility, uncovering new shortcuts and watching how a simple objective to find three other doodahs evolves into this multi-section-spanning hunt with various different challenges to overcome, the backtracking is excessive and adds to the tedium. Even if you don\u2019t die from some of the more irritatingly high-damage enemies and are forced to restart from a save point in a completely different sector, there are long stretches where you\u2019re just running down corridors to return to previous locations.<\/p>\n<p><em>End of Abyss<\/em> isn\u2019t a horrible experience overall, and there are some bright spots where you settle into a groove, retrieving keys and returning to previous locations to progress. Running into a dead end and having to scan, whether it\u2019s something on a corpse nearby or a vent, to progress is also neat. And if I haven\u2019t emphasised it already, the art direction is fairly gorgeous.<\/p>\n<p>As confined as the Facility feels, it has an impressive sense of scale, especially when traversing walkways above previous sections or encountering the giant reactor for the first time. It\u2019s just that the core gameplay elements intentionally get in the way and drag the whole thing down. The combination of genres and approaches feels at odds with the experience, almost like <em>End of Abyss<\/em> isn\u2019t sure what it wants to be, and ultimately falters as a result.<\/p>\n<p><span style=\"color: #ff6600;\"><em><strong>This game was reviewed on PlayStation 5.<\/strong><\/em><\/span><\/p>\n<hr\/>\n<\/div>\n\n","protected":false},"excerpt":{"rendered":"<p>When you first enter The Facility, you can feel the oppressive atmosphere without running into a single monstrosity or firing a single shot. Developer Section 9 Interactive, which previously worked at Tarsier Studios, showcases its incredible presentation skills right off the bat. The first 20 minutes are promising, as despite being accompanied by heavily armed [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":7073814,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[97618,234565,234566,97162,97156,97595,234570,110379,106677],"tags":[17122,3749,57911,14488],"dealstore":[],"offerexpiration":[],"class_list":["post-7073809","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-article","category-end-of-abyss","category-epic-games-publishing","category-pc","category-ps5","category-reviews","category-section-9-interactive","category-xbox-series-s","category-xbox-series-x","tag-abyss","tag-review","tag-stranger","tag-void"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v26.4 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>End of Abyss Review \u2013 Void Stranger - Som2ny Network<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/fivemor.com\/?p=7073809\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"End of Abyss Review \u2013 Void Stranger - Som2ny Network\" \/>\n<meta property=\"og:description\" content=\"When you first enter The Facility, you can feel the oppressive atmosphere without running into a single monstrosity or firing a single shot. 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