Probably the best are the floating green cylinders they don't attack at all, they just hover menacingly directly above you, matching your footsteps, ready to sap your health as soon as you jump. Several have fun little gimmicks, such as splitting into two smaller enemies after being hit, picking up the reward crates around the levels and throwing them at you, or firing projectiles which bounce to keep you constantly dodging. Knockback irritation aside, there is a lot to love about Cyber Shadow's enemies. Even if I appreciated knockback more as a design element, I don't think I'd consider that a fair punishment for a single misstep. Taking minor damage from a flying bug at full health, only to be knocked back into a spike, is one of the few cheap deaths in Cyber Shadow. Most of the enemies will just take off a single HP bar, but some arena hazards (lava, spikes) will cause instant death. I don't like it in any of them and I don't like it here. A lot of classic games have it, and a lot of retro-style games mimic it. This is the optimum graphics level to experience such pulpy chaos and I will not hear otherwise.īy far my biggest gripe with the combat though is knockback-where taking damage causes you to stumble back a step. There's not that many enemies it's effective on, and Cyber Shadow always feels better when you're dealing damage on the front foot. The sprint ability changes the game so much you feel it would have been better to have it from the start, and the parry ability feels like a bit of a waste. Combat opens up later in the game, so it's worth sticking with it, but there are other disappointments early on. In fact, things are a little sparse at first with just the katana, especially as you can only attack in the direction you're facing. You won't be starting off all that power, though. (Image credit: Yacht Club Games/Aarne "MekaSkull" Hunziker ) A slow start
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |