… ExpandĮl juego es bastante bueno y entretenido aunque en ocasiones se siente un poco injusto. This is not the Shovel Knight of retro ninja games, and I would be wary of picking this one up on a whim hoping for a fair but challenging time. However I can not agree that this game earns the monicer "tough but fair" for it is certainly lacking in the latter. For example, the graphics and music are both astounding. And it's a shame because there are some amazing aspects of the game. And also, why is the enemy placement completely unfair half of the time? This feels very similar to playing an nes game on an emulator to be frank. But if that were the case, why is there knockback? I thought most most people agreed by now that that is an unfair design choice. 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. And also, why is the enemy placement completely unfair half of I was really enjoying this game. 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. This review contains spoilers, click expand to view.
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