Demon Tides review: Ocean prime platforming

Demon Tides review: Ocean prime platforming

Sublime sixty-four scene spirit with style and substance

Demon Tides, from developers Fabraz, has terrific movement and action built into it, feeling like the great N64 era platformers where it draws its inspiration from. Not only does everything have a great momentum and motion, but it incorporates so many little animation cancels that we have to understand or else we won’t be able to actually make headway. It’s challenging from both locomotion and action, and that’s perfect for me.

The movement and platforming requires us learning about the alternate “forms” that we have that adjust our actions. For example we can jump in the air and use the right trigger to transform into a bat that glides, or we can turn into a drill to boost downward, or forward, or upward. It’s really rewarding to figure out the movement and flow, and when we get into that flow state the action starts to feel incredible.

The game is an open world game where every island that we go to is a different level. Within those levels we can collect stars that let us unlock even more levels, leading to a huge map with huge oceans, secret levels, and stores that let us unlock aesthetics and costumes. It’s a large game that keeps getting bigger.

An interesting addition to the game is its visual flair. The aesthetic is great, it’s really pretty, with bright, seaside colors. But, it also has a cool spray paint concept that is asymmetrical in use, so that when we spray in our world it appears in someone else’s, developing into a sort of natural aesthetic that is created by the players themselves. It’s really fascinating, and ends up like the cherry on top of everything the game has to offer.

This review is based on a PC code sent to SideQuesting by the publisher. Images and video courtesy publisher. The video first appeared on The SideQuest for April 2, 2026.