The ability to knee-drop out of the game's tumbling double jump is midly interesting, but scuppered since it's so weak it won't kill any but the weakest scrubs, and you'll still take damage if you collide with enemies stunned by it. ![]() A glorious HITLER NO FUKKATSU this game's grappling ain't! Passable game with a total lack of hooks that feels absolutely primitive in comparison to the FC title, and several other action highlights from that system. Particularly as Hard seems to be one of those "fiddle with the hitpoints" jobs that disinterest me even in first-rate action games (Hagane, Super Shinobi II, etc). Metal Black ST Gun.Smoke ST įinished MD Batman with a couple of continues, but it's honestly not that compelling a sidescroller that I'd be motivated to do better. I actually kinda like the JM's look, his buff physique, preening attack poses and 80s gymwear remind me of that lovable fruitcake Joseph Joestar. The Metal Slug-style locked vertical shot while moving is awesome, feels great shooting down hordes of flying enemies while keeping clear of the beefier ground enemies' brutal attacks. The fourth stage on Hard is exactly the kind of fast, maneuverable and perilous action I want from shootier sidescrollers. The walk animation is indeed a little lacking, but in a quasi-run and gun with fast enemies and bullets, I'll take a sparsely-animated character who pivots frame-instantly over Alisia Dragoon's inexplicable Prince of Persia turnaround delay. JM is reminding me a lot of Irem's excellent Holy Diver on the FC. Besides that distinct garish shading and stock options menu, they all share the same straightforward "supercharged 8-bit" style, keeping extraneous mechanics and graphical flash reined in for the benefit of simple, fast and sharply responsive twitch action. I'm pretty sure Jewel Master, Kujaku Ou 2 and Rambo III were all by the same team, or at least involved some of the same people (only KO2 seems to have a staff roll, unfortunately). Will update if I have any trouble running it on MD (just to keep this on-topic!) ![]() The overworld map and upgrade angle bring to mind Demon's Blazon, somewhat. I love that you've got a choice of trekking all over Nippon taking down bosses and training rooms for an ultimate character, or a kamikaze run straight to the last boss, or anything in between. Still, I can overlook it with them being short, intense optional challenges.Įvading and striking down monsters with perfect timing and economy of movement in the main stages is really satisfying, especially once you've earned some techniques and can cleave through six or so swarming goons in one leaping overhead chop, or wipe out a would-be pincer attack with the circular slash. Generally this can be countered by staying alert, but it degenerates the training rooms into memory tests since you'll have to know where an arrow will pop in prior to a jump. It does have one glaring flaw: enemies/projectiles pop into existence at the far edge of the screen instead of scrolling smoothly in, leaving little time to react. ![]() Cleared Kenseiden last night, good stuff! A far better ARPG take on Dracula-style action than Konami's FDS sequel - sports the robust dungeons, bosses and nonlinearity it lacks, and ditches its bloated RPG elements for a seamlessly incorporated, progressively more dominant expanding moveset.
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