Corporations. They’re not going to step until they suck any potential profit out of any “resource,” even if it ruins people’s lives and the world in the process. In Heart Machine and Devolver Digital’s Possessor(s), we’re presented with a situation in which capitalism lead to a group with no morals deciding that demons would be the best way to make numbers go up, and plenty of lives get ruined in the process. While it’s undoubtedly bad for everyone in-universe, finding out exactly what happened, as well as what will happen to our leads, is rather fascinating for us players as observers.
Possessor(s) takes place in the imaginary Sanzu City in 1992. People at megacorporation Agradyne abusing demons resulted in a FAFO situation. But instead of the damage being confined to the evil humans who decided it’d be fine to tamper with the unknown for “profit,” everyone suffers. Innocent residents of the city. The demonic victims. Luca is trying to escape with Kaz, is attacked. She’s left at death’s door with with legs ripped from her body by fallen, fiery debris as a demon kills Kaz in front of her. As she crawls away begging for help, she happens upon a demon named Rhem who’s also not long for this world. The two make an arrangement. He possesses her, healing her and restoring her legs in the process, and she’ll head into the now-destroyed city to help him get home.
When it comes to gameplay, Possessor(s) doesn’t differ too much from other 2D Metroidvanias with combat that borrows from Soulslike combat systems. The newly regenerated Luca will run, jump, swing, and basically parkour through the remains of the city, fighting enemies that can consist of people, creatures, and inanimate objects possessed by the demons in the city. As you gain new equipment or abilities, you’ll get to access new areas. While there might occasionally be points that might make you wonder how to get past a “dead end,” it usually means you need to backtrack or roam around to attempt other avenues.
Which is one of the times that Possessor(s) sort of lost me. Typically with a Metroidvania, getting to explore an expansive map and gain access to each area is a highlight. Because of the design here, some spaces might feel a bit boring to explore even though they look really cool. Part of this is because the actual layouts make retreading familiar ground feel cumbersome, rather than inviting. In a good Metroidvania, areas will be distinct enough and unlocked fast travel points will appear often enough that it’s easy to pin down where some new ability should be used and it shouldn’t take you forever to get back to that spot. Or if a boss or particularly strong enemy knocks you out, you aren’t losing a ton of progress. But here that isn’t the case. When I’d fall, I usually needed to retread a lot of already seen ground. And while I love the look of things, I might not immediately realize that’s where I use this skill or key. And because the portion of the game in which we’re exploring Sanzu in search of the eyeballs Rhem needs is so open and large, it’s easy to get off-track, not realize where to go, and maybe even end up unsure about which one to get first.



The combat does feel stronger, though at times it feels more like a typical 2D action game than something really unique. You really need to observe enemies to know when it is safe to attack and if it’s best to use a weapon or one of your special items to strike. Unlike Dark Souls, Ender Lilies, Hollow Knight, and similar games, sometimes the “tells” aren’t clear or even there. Since we’re also a bit limited in what kinds of weapons are around, with the fast, short-range knives we start with, more average baseball bat with longer range, the AOE-incorporating hockey stick and the slower and heavier electric guitar providing our means of attacking. The notions behind them are great, since we’re using everyday items like those, a cell phone, a mouse, and silverware to attack. I think I enjoyed the special weapons that we need to build up charges to use more than our standard equipment. Finding a moveset that works for you, like I did with the knives and silverwear, helps.
I feel like where Possessor(s) doesn’t miss is when comes to the approach. It features the same sort of stylish look as Heart Machine games like Hyper Light Drifter and Solar Ash. The concept and story is fascinating, given the nature of demons and their affect on the world. I found myself really interested in Luca and Rhem’s story and honestly wish there was more background and insights into them and their dynamic. The message is also one that resonates.



Possessor(s) isn’t short on heart and style, but sometimes the gameplay doesn’t seem as innovative and tight as the concept. I desperately wanted to find out what would happen to Luca and Rhem, and seeing what happened to the demons and the world as a result of corporate greed.
Possessor(s) is available for the PS5 and PC.
Possessor(s)
Possessor(s) isn’t short on heart and style, but sometimes the gameplay doesn’t seem as innovative and tight as the concept. PC version reviewed. Review copy provided by company for testing purposes.