Picked up the 1CC for this in FinalBurn the other day. I thought people in here were crazy for calling it too easy, but despite the kick-in-the-nuts first impression and extra brutalizing on stage 5, it really does end up being relatively chill until the last gauntlet once you've learned the tricks and figured out a route. Only took a couple of evenings all told.
Critique-ishStyle aside - which I'll get to - my main takeaway is that it's a rad-looking tight game with slightly wacky balance that leans hard on memorization, but despite that is very approachable to learn with savestate checkpointing - a pleasant surprise, since as a rule I'm not a big fan of memo.
The big sprites, melee focus and throw mechanics make it seem brawler-ish at first, but having contact damage means demanding much more positioning and precision than a hack-and-slash or beat 'em up - in that sense, it errs more toward the ninja side of things than it does martial arts, and so is a better Strider game than it is an R2RKMF title.
It would have been cool to see a sequel or arrange refine the system, perhaps switching to power loss on death (or every N hits, or doing away with it entirely) and shifting the focus a bit more toward beating stuff up with the cool moveset, perhaps upping the enemy count / durability and introducing some defensive mechanic besides the slide.
Ultimately, I still hold it in fine regard now I'm a few weeks down the line from my playthrough, and would heartily recommend giving it a shot to anyone who thinks it looks cool.
That STYLE thoughNo really, that style though. Ye gods, we'd be downright feasting if most games had this degree of creativity.
The whole presentation is just so
extra. As soon as you boot up the machine the attract mode is bombarding you with cool and colourful designs, exciting gameplay scenarios, foreshadowing and symbolism. And unlike nine in ten movie trailers, actually pays off on it once it's gotten your credit!
The lore might not be terribly deep, but there's enough in the art alone to have me sat ruminating on what it all meant for a good 20 minutes after seeing the end screen. And - rather happily - it appears to have some pretty robust connective tissue tying all the imagery into the themes and surrounding plot, despite the endearing arcade-style english translation and novel if well-trodden ending premise. There's easily an article-come-essay's worth of material worth picking apart in there. Who knows, perhaps I'll sit down and write it at some point
ClosingA closing question-note on tech: That upward-throw-into-combo trick mentioned earlier in the thread is godlike, but seems to trigger inconsistently when fighting Fake. After a bunch of testing, the strongest conclusion I can draw is that it favours precisely tapped up inputs issued just before the throw actually comes out - possibly with some variance based on Fake's velocity and facing when the grab is initiated - in order to actually go up instead of diagonal. Anyone know what the deal is?