Where the Seeds Fall review

Big Drops, Budget Price, and Plenty of Heart

2008’s Prince of Persia understood the allure of parkour in an attractive setting. Its acrobatics offered an engaging rhythm, while Elika’s assistance kept the frustration of falling to a minimum. Where the Seeds Fall recalls this formula, sending an unlikely pair through a crumbling fantasy world where you’re continually scampering along elevated footpaths. But CygamesEdge and co-developer ZEREO give their adventure a more vulnerable protagonist and a journey where falling is an ever-present concern. If you have a fear of heights, Seeds just might produce some mild anxiety. It gave me at least five jump scares during my two-hour playthrough.

To escape a destructive force called the Blight, humanity has retreated into the World Tree. Fear has made a group known as the Fell Children targets for persecution. The story picks up when an unnamed soldier encounters one who reminds him of his deceased daughter. Defying orders, he decides to escort the child toward the surface. Sure, it’s a straightforward premise with scant dialogue or worldbuilding to support it. But the approach is undeniably effective, largely avoiding the extended interruptions of many games.

Elevated Emotions

While the relationship between a grieving protector and an innocent child is a familiar trope, the spare script still manages to muster feelings of affection. The child’s wide-eyed, unusual appearance and excited movements bring some humanity to a setting dominated by weathered ruins and dangerous drops. Small gestures like smiles and high fives convey just enough emotion without flirting with melodrama.

Meanwhile, the game’s camera periodically pulls away to reveal sweeping environmental shots. Occasionally, a side-on perspective shows how small the characters are compared with their surroundings. These moments don’t just communicate the scale of the journey; they’re also surprisingly cinematic. Seeds might not flaunt high-poly characters, but it frames the exposition and action like a seasoned cinematographer. Most of the time, you can freely move the camera to look for a safe place to land. Occasionally, though, Where the Seeds Fall seizes control, letting the shots do the storytelling with an artistry that’s uncommon for a ten-dollar game.

Hang in There

That sense of scale can become surprisingly uncomfortable when you step onto a narrow rafter suspended high above the world below. There’s barely enough room for your boots, and anything faster than a measured walk can feel perilous. Stumble near an edge and the soldier reliably catches hold, leaving him dangling from the side of a sky-high footpath. While a button press allows you to pull yourself up, seeing the soldier hanging over an abyss never feels comfortable. He’ll grab a ledge after a jump or when falling, saving you from an extended shot of watching him fall helplessly. Even so, expect a skipped heartbeat or two.

Navigation includes fundamentals like running jumps, grabbing railings, and Lara Croft-like transfers from one ledge to another. Here, momentum matters: the soldier takes time to accelerate and won’t always stop precisely where you might like, so chaining actions requires practice and a bit of confidence. But it feels natural, giving early traversal an almost seamless flow. The child expands your traversal abilities with a glide and additional airborne boosts. However, a limited energy supply ensures you can’t rely too much on either technique. Flower buds provide a solution to dangerous drops. Toss one toward a suitable landing spot and the resulting blossom cushions your descent. And yes, it feels like a nod to the signature Leap of Faith in Assassin’s Creed.

Some Trouble Underfoot

Combat is deliberately limited, with enemies mostly serving as obstacles that complicate the route ahead. Often, the best response is to run, scramble out of reach, or lure an adversary into falling. That said, Seeds isn’t completely without offensive options. You can drop onto an enemy from above, turning the height that usually threatens you into an advantage. There isn’t enough depth here to sustain a conventional action game, but a full-blown fighting system would have been a distraction from what Seeds does best.

A leaf-jumping section mars the game’s otherwise lenient flow. Having to move between slippery leaves before the vine withers away should have built on the navigational skills you’ve developed up to that point. But the small landing areas and pressure to keep moving expose the unwieldy side of the soldier’s momentum. Until then, the parkour can feel almost effortless once you understand its timing. Here, I had to rely on the game’s generous checkpointing and lack of traditional penalties until I was lucky enough to get through the section.

Down to Earth

Beyond an uneven section or two, Where the Seeds Fall is an impressive debut for CygamesEdge. Its roughly two-hour journey is compact enough for a single play session, while a pair of harder stages and time trials are available afterward for anyone who wants to refine their sky-high parkour. Largely, the game captures something that made the 2008 Prince of Persia so appealing: the constant danger of falling is balanced by leniency when the inevitable misstep happens. This feels like the kind of modest adventure the larger industry rarely makes anymore. Sometimes a narrow walkway, a distant destination, and someone worth protecting are all you need.

Where the Seeds Fall was played on PC with review code provided by the publisher

Overview

GAMEPLAY - 75%
CONTROLS - 60%
CONTENT - 65%
AESTHETICS - 75%
PERFORMANCE - 75%
VALUE - 70%

70%

GOOD

Where the Seeds Fall turns a short trip down an enormous tree into a tense, surprisingly touching adventure. A frustrating leaf-jumping section interrupts the flow, but the dizzying views and unlikely companionship make this a ten-dollar adventure worth taking.

User Rating: 3.2 ( 1 votes)

Robert Allen

Since being a toddler, Robert Allen has been immersed in video games, anime, and tokusatsu. Currently, his days are spent teaching at two southern California colleges. But his evenings and weekends are filled with STGs, RPGs, and action titles and well at writing for Tech-Gaming since 2007.

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