
Symphonia is a non-violent, precise platformer created by Sunny Peak. It displays a visually beautiful world, spread across 4 different biomes based upon sections of an orchestra. The main character is called Philemon, a violinist who has been brought back to life in a bid to save the decaying world that shrouds us. It is clear that it is music that shall revive and bring life and energy to the surroundings. For that to happen, we must create an orchestra to replace the one that vanished, leaving the inhabitants of this mysterious world silenced and divided.
Philemon begins the game with very little. In essence he possesses only his violin and bow. However, as the game progresses more skills are acquired enabling completely new mechanics for movement. With practice, each of these can be executed with precision which is essential for the unforgiving worlds which surround us. At moments, the task in hand was reminiscent of the moves within Hollow Knight, though naturally without a plethora of enemies trying to kill you at the same time! This made Symphonia relaxing, especially when combined with the soundtrack.

The soundtrack itself was crafted by composer Olivier Esman and throughout the game rousing concerts based upon the families of instruments within the game (strings, brass and woodwind) were all sublimely executed. As a visitor to of the Liverpool Philharmonic Hall I can say I thoroughly enjoyed it, though as no musician myself I realise my appreciation of such skill is not as eloquent as it might be.
There are many collectables which will please any completionist of games – aura shards, musical notes, Philemon’s memories and prodigy’s letters. Not all the memories were obtainable on the first playthrough as abilities must be unlocked, necessitating a degree of doubling back when better equipped. To this end it is reminiscent of a metroidvania but lacks an expansive map. There was a real temptation to utilise some of the additional options brought about by finding Philemon’s memories but I felt it important to limit their usage. Quite simply, they render the game far too easy and one can all but walk through it without feeling a real sense of peril. Double-jump was not optional however, as the game design necessitates its usage in some areas and yet in others its existence diminished the platforming as if it was well-timed it was possible to circumvent entire sections of rooms. I can only think these were unintended outcomes!
The game has now been out for 9 months and there are still some bugs in the game that were a real issue for me. Several times I navigated difficult platforming areas only to reach a door and find that it would not open as it was supposed to. At that point you are completely stuck, with nowhere to go and no method to prompt it to rethink. Reloading of checkpoints and completing the same difficult areas again in the hope of a different outcome quickly became tedious without guarantee of success.

It is clearly a beautiful game, visually and acoustically. However, it is unforgiving and with no difficulty settings and the occasional hiccup it may be less suited to the casual gamer.
A playlist of each level with timestamped collectibles can be found here.
