It’s been almost a month since I decided how I was going to tackle my Best of 2025 listicle, but I’m only now realizing that will preclude me from mentioning Nine Sols. It was released last year, which would disqualify Nine Sols since I wanted to focus on only games that were released in the past calendar year.
However, there’s a more meaningful, to me at least, reason for why I wanted to mention Nine Sols as one of the stand-out experiences for me in 2025: it’s a game I was originally wrong about. Let me explain.
Keen eyed readers, or those of you with particularly adept memories will remember that I first covered Nine Sols in my Month in Review for December 2024. It was the very last game that I rolled credits on last year, and I was left with a bit of a sour taste in my mouth.
On one hand, I loved the trance-like feeling that I achieved whenever I finally bested each of the game’s titular 9 Sols. All 8 boss fights are extremely punishing, but not in a way that feels condescending. Instead, it felt like the game wanted me to learn the specific cadence of the fight, so I could play it back in perfect harmony. In this way, Nine Sols felt akin to a Rhythm game as opposed to the Character Action games that it shares several surface level similarities to.
That said, I have seldom been so routinely frustrated by a game. I am not good at Rhythm games. I don’t even know if I qualify as bad at them either. We need a whole other word to describe my inability to keep time: kerfunkle. I am kerfunkle at Rhythm games. It’s part of why I bounce off basically every Rhythm game so fast it’d make your head spin.
As such, having an entire game’s combat system ostensibly revolve around keeping in-time with the rhythm of a fight was just…uggggggggh. And then once you learn one pattern, you have to learn another. And another. AND ANOTHER. It just won’t stop.
For these reasons, Nine Sols dodged inclusion in my Best of 2024 listicle. I enjoyed it well enough for what it was, but there were far too many times where I was driven to madness while playing it.
It’s also worthwhile to mention that I didn’t have months to digest my experience, and eventually conclude that it was a net positive like I did with Rain World. Hence why Rain World received an honourable mention where Nine Sols did not, despite both games driving me absolutely bonkers while I was working my way through them.
However, I’m sure that long-time readers will already know that Nine Sols did, in fact, plant itself deep in my mind. I say this because I wrote a series of guides a few months later detailing how to systematically disassemble each of Nine Sols’ different bosses.
That is not the kind of thing you pull out of your ass on a whim. Rather, it’s the kind of thing you slowly chip away at across several weeks of work.
Though, crucially for our story, this whole escapade forced me to replay Nine Sols, which I expected to be a nightmare. I’d already slogged my way through this fucking game once, and now I was going to have to do it again? What was I thinking?
Except, that’s not what happened. It wasn’t a slog to play through Nine Sols a second time. In fact, I beat the game in less than half the time it took me to finish my first playthrough. That came despite the fact that I was intentionally throwing – failing on purpose – against the majority of the bosses, so I could capture multiple fights worth of recorded footage to use within my guide.
I was absolutely dancing on this game.
Previously, every single victory was painstakingly won through attrition and perseverance, but now…I knew exactly what Nine Sols expected of me. As such, I was performing my role with a near perfect cadence. Each strike, parried. Every projectile, deflected. Every opening, seized with a counter attack.
I’d finally internalized all of my steps for the dance through repetition, and could perform them in unison with each of Nine Sols’ different bosses.
While it was a really meaningful experience, I think the thing that I appreciated more about this second playthrough was how it opened my eyes to the finer details of Nine Sols’ design. Going through every boss fight with a fine-toothed comb gave me a much better idea of how, and why each fight was constructed in the way that it was. Instead of looking upon the different spikes in difficulty as cruel and unusual punishment, I now recognized them as moments where the developers were trying to help the player to hone their abilities for later fights.
As a quick example, Jiequan is the first fight where players need to use the secondary Unbounded Counter instead of just standard parries. This is a huge adjustment, but learning to use Unbounded Counters makes Ji, The Fengs (featured below), and Eigong substantially easier fights. Especially those latter 2. The Fengs, and Eigong are basically a different fight altogether if you’re not able to bust out Unbounded Counters when appropriate.
Unfortunately, this revelation has left a bit of a stick in my craw. That is, it’s not something that I want to accept as being the wholly positive experience that it most assuredly was. There’s 2 reasons for that:
Firstly, it means there was a game that I ought to have highlighted last year, but chose not to. Indie games already have a hard enough time getting noticed, regardless of their level of quality. Nine Sols, as it would turn out, was an exceptionally crafted game, and I just…didn’t say much of anything about it.
That sucks. There’s no other way to cut it.
I didn’t “get” it when I played Nine Sols for the first time. It took a second playthrough for me to experience the game in the way I believe the developers intended. Instead of every fight feeling like an insurmountable struggle, I was sailing through each boss in what almost appeared like a choreographed dance. I was demonstrating the same level of prowess that Yi, the game’s protagonist, is said to possess. It just took an entire playthrough of Nine Sols before I developed that proficiency for myself.
The second, and arguably worse revelation though is almost like an intrusive thought clawing at the back of my mind: how many other games was I wrong about? You could always argue the subjective merits of an individual’s experience while playing a game. Heck, I’ve done as much in previous articles.
What I’m really worried about are the games that only truly reveal themselves during those secondary playthroughs. The games that take time to grow on a person, and need a gestation period before I finally “get” them. Things like Nine Sols, or when I replayed Fire Emblem Awakening on Lunatic difficulty earlier this year. How many more of those am I passing by without realizing it? How many games could I be completely enamoured by if I just gave them a little more time?
I don’t know. I realize that’s a very unsatisfying way to answer that question, but I truly do not know. Nor do I have a plan to make sure that something like Nine Sols doesn’t happen again.
All I can do is my best. And in this specific scenario my best is telling you that I think Nine Sols is a brilliant game. My original assessment of it totally undersold exactly how compelling each, and every one of Nine Sols’ bosses are to finally best, doubly so if you run the whole game back after you roll credits on your first playthrough.
My best is also making a point of correcting myself when I believe I’ve made a mistake. I do like to maintain some air of integrity here even though I’m (realistically) not beholden to anyone. That’s why I disclose whenever I receive review codes, or even when a developer reaches out to me via email before I cover their game. I want to be as transparent as possible, so that I can maintain trust with you, the reader.
Anyway, that’s my piece on Nine Sols. It’s a great game, even though it likely drowned amongst the tsunami of other excellent releases that punctuated the whole of 2024. If anything that I’ve said here has piqued your interest then you should give it a looksie. And remember: Nine Sols takes some time to grow on you. I didn’t like it that much during my first playthrough either, even though I’d now proudly declare it was one of my favourite experiences from the past 12 months.
Though, that’s just my story. I’m curious about your own. Has there ever been a game where you had a similar experience to my own? What game did you fall in love with after giving it a second chance? I’d enjoy hearing from you in the comments if you’re willing to share.
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I have had similar journeys with games. I play through, find the experience mediocre, and then something happens and I try again and something clicks. Dark Souls is probably my biggest example, but there are certainly others.
It’s entirely possible that the love is a result of a new perspective. You suddenly “understand” the game. It’s also possible the love is basically a sunk cost fallacy – I’ve now spent multiple playthroughs on this game, so now I *must* love it.
And that is even separate from a discussion of the quality of the game’s design. If it didn’t feel good at the time and required multiple playthroughs to “get” how the game works, is that an issue of the player not paying attention, or a fault of the design?
And then there’s whether the player and game mesh at all, and what that entails. If I don’t like a game, do I not like it because I’m doing poorly, because the game is bad or uninteresting, or because it just doesn’t speak to me in particular?
They’re questions that invite all sorts of agonizing. But I think we can only do so much. What other games are there that might have had some secret that you failed to unlock? Would they be *worth* unlocking? You could go back to all sorts of stuff that you wrote off before. But then you have to decide if that’s a good use of your time. And if we truly want to ask questions in this way, we’d need to do so in the reverse – are there games I loved at first glance that actually don’t hold up when I dig deeper? Sometimes that first impression is all we get to work with.
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I want you to picture one of those novelty fundraiser thermometers that slowly fills up as donations trickle in. Except has the words “my anxiety” in neon lights above, and it slowly increased the more I read through your reply hahaha. I suppose, that’s an alternative way of saying that I’m glad I didn’t actually try to dig deeper into some sort of empirical method that could be applied to this very subject. It seems like it’d have been fruitless, or, at the very least, I’d have come across a bunch of the same impediments that you’ve already identified.
This whole thing – re-examining a game via a second playthrough – feels very subjective, which can be frustrating (in a more academic sense), but is very freeing in a “I just want to write about and share my experiences” sort of way. And I don’t necessary think there’s anything wrong with that. Likewise for anyone who bounces off a game, and decides never to touch it again if they have a miserable time with their first playthrough.
With regard to Dark Souls specifically: were you playing it back when it first came out? I got to that party super late myself, and have to imagine the process of learning and playing it in 2011 was very different from my own experience over lockdown.
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All of those anxieties are very normal. And just sitting down and writing something is also normal. We can think about these problems endlessly, but at some point we need to stop. A perfect answer is always going to be over the horizon.
But in turn I take that constant chasing as a bit of a relief. If I don’t like a game, I could dig into it, or I could just let it be. And I think both responses are valid. Why we choose to dig into this game versus another is one of those interesting meta-questions, but at the end of the day we gave a game another shot or we didn’t. You decided to keep going with Nine Sols. And that had consequences – you fell in love with the game and got to put together the boss guide.
So in a way I think it’s important to recognize all of those human elements. That sometimes our views are based on not just our tastes, but also events that are completely unrelated. I may love a game even though it was tedious because I was in a particularly good mood when I played it. That our views are changing and evolving – both as we mature but also based on those little events. I think a lot of media and criticism is focused on crystallizing an idea forever – you felt one way about a game, and that is how you must feel forever. But obviously that’s not true. Your experience catalogued here is an excellent example.
As for Dark Souls, I played it maybe a year or so after it came out. I played it back when my tastes were very “I just like to play games,” where I would try to squeeze as much as I could from the game. If I wasn’t exactly having fun, I would keep pushing forward. I would go for every achievement.
And by the end I was underwhelmed. I played with a big shield and longsword and just tried to block my way through, with little rolling. It wasn’t until I chatted with someone on a shared forum and they suggested a particular weapon/build that I tried again and started digging into the systems, and that’s when I started having fun.
And yet all those questions I asked – what does it mean that I didn’t have fun at first, that I needed more information that I never felt I got from the game, that I was also someone who didn’t pay much attention to the design and might have missed those things…it all sits there at the back of my mind.
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I started reading this blog from your Nine Sols guides. It was definitely a solid journey for me this summer, although I’m gutted to have not properly done the game to get the 3 phase Eigong fight. That still makes me mad actually. I dunno if I have it in me to just replay it outright to get that last bit of the full experience. I still need to play Silksong and Hades II, as well as finish Hades I and Hollow Knight! I’m now halfway through CrossCode based on your recommendation.
Generally replaying games on their hardest difficulties to me has been more of a testament to their original quality and fun at the standard challenge level, and something fairly rare. I can think of Resident Evil professional runs and Last of Us on Grounded (which I failed at), but I’m not sure if I’ve uncovered a deeper meaning or joy ever when replaying a single player game that way, but I appreciate the sentiment. I just like conquering the occasional hard-hard-mode.
Dungeon of the Endless was one game I’ve replayed the most of any single player indie game, and I attribute that to the long runs required for a Win in that roguelike and its zen soundtrack.
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Oh. I’m happy to hear that! I hope that means the guide proved useful throughout your journey. 🙂
That’s a tough one…I almost feel like that’s the perfect use case for the Boss Rush mode that was added during one of the more recent-ish updates. It’d probably take a bit of practice to get back in the swing of things, but I’d assume the Eigong fight in the Rush is the 3 phase version of the fight. And to the best of my knowledge, you can do the bosses in any order in that mode (but I’m not 100% sure about that without reinstalling the game and double checking). Though, it sounds like your plate is already full with several other games, so I don’t really know if it’s worth going back.
Oh nice! CrossCode! How’re you finding it?
Gotcha. I can understand that perspective. I want to say that’s similar to how a lot of my friends go about replaying games. Or my wife will replay stuff like Minecraft, or Stardew Valley with a bunch of hardcore mods installed that basically turn those games into completely different games. Maybe not a 1 to 1, but it’s got the same energy, yeah?
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CrossCode’s cool. I’m pretty into the story and most puzzles, figuring out the desert temple was especially fulfilling there. I am a bit lukewarm on the combat, sometimes its great but often its tedious, and down on any navigation involving the 2.5D environment jumping around cliffs of similar height.
Looking forward to finishing it and probably wrapping it up with the DLC.
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I played a little bit of this back when it launched and couldn’t get into it for some reason. Reading your perspective makes me want to give it another shot.
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Fingers crossed things go better this time. And hey, if they don’t that’s alright too. Lord knows there are plenty of other things to play, and not enough time to play them all.
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