![]() ![]() Many reviews called it retro styled with modern design sensibilities. At first it really lived up to the hype of the critic reviews until I noticed a few oddities. ![]() The idea to make this game as close to an NES game is very novel, and a very cute idea, but it also held back the game immensely. I literally have no idea what the story is because I skipped all the cut scenes and dialogue out of anger and simply wanted to beat this game and put it behind me. But I am very stubborn and competitive, so I felt the need to beat it, the hate growing more and more after each unfair death. I beat the game in 9.5 hours and hated most of it. The rest of the specials also felt awkward at best. Also the wall climb and jumping felt pretty bad, a little less of an issue that the other examples I gave, but still, locking onto walls when you don't want to is a nuisance. The last thing a person wants in a game built to be brutally difficult, is his or her controls to be imprecise. The old adage of "Tough but Fair", does not apply to this game at all. Because of the controls, mind you, not the fact that the enemies defeated you fair and square. Both of those things throwing your timing off in the most crucial of moments and dying because of it. In the heat of the moment when you need precision movement, you will find yourself running even though you didn't want to, or parrying something accidently and putting yourself in a bad situation. The most glaring issues were the parry system and the running system. So in forcing the limitation upon himself, he created a control scheme that feels clunky and unresponsive. He wanted not only the gameplay, visuals, and music to feel like an NES title, but he also wanted the control scheme to feel like an NES title, using only the A, B, and D-Pad buttons for gameplay purposes. The games developer was hell bound on not just making Cyber Shadow an homage to the NES era of games, but rather a replica of an NES game. The L, R, ZR, ZL, X, Y, Right Analog, and Left Analog are all unused. The game breaking decision was to omit 80% of the buttons on your controller. Unfortunately, though, the decision is game breaking. I would have given the game an 8-9 out of 10 easily. Outside of one game breaking decision, this game is for the most part absolutely very well done. Pulse-pounding soundtrack by Enrique Martin.This review contains spoilers, click expand to view.Modern touches like fluid animation, multilayered parallax backgrounds, and evolved game design. Authentic 8-bit presentation with handcrafted sprites, a detailed pixel aesthetic, and perfect controls.What has become of the Clan’s master? Who can be trusted when nothing is as it seems? It’s unclear what transpired before he met his fate, but his clan was betrayed. Shadow returns from oblivion, hurtling through Mekacity on borrowed time for what will surely be his last mission. Experience a gripping story– told both in-game and through animated cinematic story scenes between the action.Summon fire, charge slashes, parries and much more to realize your true potential. Attack from afar with shurikens and kunai, or get closer by using your double jump, cross slash, or wall slide techniques. Rescue your clan to unlock permanent Ninjutsu skills and abilities.As the sole survivor, you must take down more than a dozen apocalyptic bosses, ranging from enormous war machines to your synthetically-enhanced clan rivals. ![]() ![]() Progen’s army mercilessly hunted down all life forms.
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