Aphelion Poster

[Analysis] Aphelion: DON'T NOD returns to science fiction, but from a much colder place

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Reading time: 8 minutes
Portada de Aphelion
Release date
28/04/2026
Developer
DON'T NOD
Gender
Cinematic adventure, action
Platforms
PC, PlayStation 5, Xbox Series
Our score
7.5
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There is something very recognizable about Aphelion from the moment it starts. Even before the first dialogues appear or understanding exactly what happened in Persephone, you can already see DON'T NOD's obsession with building stories centered on broken, isolated and emotionally vulnerable characters.

The difference is that this time the studio changes everyday drama for science fiction. The setting is no longer small towns or teenage conflicts, but an icy planet where two astronauts try to survive after a space mission goes wrong.

And for a long time, that combination works quite well.

The problem arises when the game has to sustain more than just atmosphere.

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Persephone ends up being the real protagonist

The most interesting thing about Aphelion is not Ariane or Thomas. Neither is the main story. It's the planet.

Persephone is built with a scale that constantly makes the player feel out of place. The storms, the abandoned structures, the emptiness between one point and another... everything conveys the feeling of being in an immense environment and completely indifferent to your presence.

That's where the game finds its best version.

Not when it tries to excite with long dialogues or when it forces narrative tension, but when it simply lets you move forward in silence while the environment does the work. There are moments where walking through frozen debris or going through a storm has more impact than any conversation between the protagonists.

And that ends up pretty much defining the entire experience.

Aphelion

The relationship between Ariane and Thomas never reaches the depth it needs

The game constantly insists that the bond between both characters is important. The entire narrative structure revolves around that connection: separating, meeting again, surviving together.

But honestly, it's hard to buy at all.

Not because the characters are unbearable or because the writing is disastrous, but because Aphelion seems too quick to assume that the player is already emotionally invested. Instead of building that relationship little by little, many scenes directly start from an emotional intensity that has not yet been earned.

This causes several important moments to lose strength.

There are conversations that clearly seek emotional impact, but end up feeling more written than lived. And the more the game tries to emphasize the drama, the more evident that disconnect becomes.

The funny thing is that when he stops insisting and lowers the tone a little, the story improves a lot. Some of the best scenes are precisely the quietest: small exchanges, awkward silences, or moments where both characters are simply trying to remain functional.

Something human does appear there.

The gameplay always seems to be one step behind the presentation

Visually, Aphelion gives the impression of being a much more dynamic adventure than it really is. There are climbing sequences, movements between gigantic structures and moments where it seems that the game is going to open up towards something more ambitious.

But after a few hours it becomes clear that almost everything boils down to a fairly limited structure.

The core mechanics wear out quickly. Climb, walk, activate devices, occasionally hide and move to the next point. The problem is not the simplicity itself, but the lack of evolution. The game introduces ideas, but rarely develops them enough to maintain interest.

And that's where the experience starts to feel too mechanical.

It doesn't help that the movement has a certain rigidity either. Climbing, which should convey tension or vertigo, often ends up being automatic. There's little sense of real risk, and several animations make the controls feel heavier than they should.

It doesn't get to the point of breaking the game, but it does constantly affect immersion.

And in an experience so dependent on the atmosphere, it greatly affects the outcome.

The game works better when it stops trying to be spectacular

Interestingly, Aphelion improves quite a bit when it abandons the idea of ​​being a big cinematic adventure and simply focuses on isolation.

The most effective parts aren't the action sequences or the moments where he tries to look intense. They are those sections where the only thing left to do is move forward listening to the wind, seeing destroyed structures in the distance and trying to understand what happened there.

In those moments something genuine appears.

Even the music understands the tone of the game better than the narrative itself. Instead of seeking constant prominence, it accompanies in a much more contained way, leaving space for silence and the feeling of emptiness.

This is where Aphelion manages to convey something different. Not necessarily excitement, but discomfort, tiredness and loneliness. And honestly, the game would have been a lot more interesting if it had relied more on that from the start.

Aphelion

The structure ends up playing against

Aphelion isn't especially long, but it still has clear pacing issues.

There are entire chapters where very little progress seems to be made, both narratively and gameplay-wise. Some ideas are repeated too quickly and several situations end up feeling recycled, especially towards the second half.

This generates a strange feeling because the game does not completely bore you, but it also does not maintain enough tension to drag the player to the end with enthusiasm.

It becomes an intermittent experience. There are really good moments followed by stretches where everything goes on autopilot.

And that irregularity ends up being more frustrating than a total failure, precisely because it makes it clear that there was material for something much more solid.

Aphelion

DON'T NOD is still strong at creating atmospheres, but it doesn't always know what to do with them

After finishing Aphelion, it is quite clear what the study's greatest strength is... and also its limitation.

DON'T NODknows how to build emotional worlds. He knows how to create settings with personality, convey melancholy and make certain places have their own weight. Persephone works precisely because of that.

What it doesn't quite resolve is how to turn that atmosphere into interesting gameplay.

And Aphelion exposes that problem constantly. Anytime the game relies solely on the visuals and environment, it works. Every time it tries to transform itself into a more active adventure or more “video game”, it begins to lose steam.

Not because it lacks budget or ideas, but because the mechanics never reach the same level as the artistic direction.

Conclusion: a contemplative experience trapped within an overly conventional game

Aphelion deja una sensación rara al terminarlo. No se siente como un desastre ni como una pérdida de tiempo, pero tampoco como una aventura que vaya a quedarse demasiado tiempo en la memoria, contrario a lo que sí ocurre con otros de sus juegos (maravillosos varios, como Lost Records).

Lo que permanece no son sus personajes ni sus mecánicas. Son imágenes aisladas. El sonido del viento golpeando estructuras metálicas. La inmensidad blanca de Persephone. La sensación de estar perdido en un lugar donde el ser humano claramente no pertenece.

Y quizás ahí está el problema.

El juego tiene alma de experiencia contemplativa, casi de sci-fi existencial silenciosa, pero constantemente intenta encajar eso dentro de una estructura mucho más convencional y guiada. Como si no terminara de confiar en aquello que realmente hace bien.

Por momentos logra algo especial. Especialmente cuando baja el ritmo, deja espacio al entorno y entiende que el aislamiento ya es suficientemente interesante por sí solo.

Pero cada vez que intenta transformarse en una aventura más intensa o dramática, vuelve a sentirse limitado.

Aphelion no fracasa por falta de identidad. De hecho, tiene bastante personalidad visual y una dirección muy clara. Lo que le falta es confianza para seguir esa dirección hasta el final.

Y aún a pesar de todo esto, sigo creyendo que este estudio es una joya moderna, capaz de crear personajes, mundos, e historias maravillosas, por lo cual me resulta complicado ser imparcial, y miro con ojos de fan a sus juegos. Mis disculpas si la calificación no representa lo que te hiciste tú en tu cabeza, lector. Pero debo ser sincero con mi corazón.

Aphelion Poster
Aphelion: DON’T NOD vuelve a la ciencia ficción, pero desde un lugar mucho más frío
🥳 The best
Como siempre con DON'T NOD, el mundo del juego
La atmósfera y el diseño de personajes
😕 To improve
El gameplay no llega a estar a la altura del resto del juego
El control puede ser un poco impreciso o lento a veces
7.5
Very good
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