![]() One level in particular had a particularly small platform, in between two instant death pits, with an enemy placed on it while another enemy hovered in the air, and required multiple hits. Compounding these problems is the Castlevania-style knockback that can turn unlucky hits into instant death if you’re near any pitfall. What adds to this problem is the multitude of enemies-like Ninja Gaiden however, seemingly placed at random throughout each level insta-kill pitfalls, and environmental hazards that make moving through a level a constant gauntlet, and the lack of mobility options make this less than fun to play through. However, upon starting the game, you’re only given a standing slash and a jump, and those don’t really go far in a game like this-hell, even the original Ninja Gaiden gave you a wall jump at the start. The initial release trailer really hyped me up, because it makes the game look so fast-paced and intense. From there he sets out to free his fellow Ninja and save his Master. After a cataclysmic explosion that levels his home of Mekacity, he reawakens as a Cyborg and quickly learns that sinister forces have captured his clan and Master syphoning their essence to power their machines. ![]() Players take on the role of the titular Shadow-a Ninja who, along with his clan, is tasked with preserving the balance between the spirit world and the living. However, before this review starts sounding more negative than it is, I want to take a moment to focus on Cyber Shadow’s positives starting with the story. However, unlike Shovel Knight which used it’s NES inspiration as a foundation to build something truly inspired, Cyber Shadow doesn’t quite hit the same mark-pulling more of what made those aforementioned games frustratingly difficult. Much like Shovel Knight Cyber Shadow blends the gameplay sensibilities from several of the NES-era games that inspired Shovel Knight-it’s a little Ninja Gaiden mixed with Castlevania, with a sprinkle of Mega Man.
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