Double Dragon: Neon is one of my absolute favorite brawlers. It really comes into its own at the higher difficulty levels. It's really balanced for repeat plays.
Lining up attacks can be tough at first, but that's unrelated to whether the game is 2D or 3D. It's just how they coded it, and it's a little too tight for some folks. I find, though, that the decreased sensitivity in the vertical direction actually helps in some ways because enemies are less likely to pop you as well.
The whole game is zany, over-the-top, and insane. And I
love how it looks like it's going to play it somewhat straight until you meet Skullmageddon. The build-up to that encounter is great, so ominous and foreboding... until he shatters it when he opens his mouth. Absolutely priceless.
Oh, and as far as games beaten...
January:
February:
March:
April:
May:
June:
85)
Astra Superstars86)
Metal Gear Rising: Revengeance87)
Star Wars: Dark Forces 2 - Jedi Knight88)
Star Wars: Dark Forces89)
VVVVVV90)
Teenage Mutant Ninja Turtles: The Hyperstone Heist91)
Broforce (PS4)
92)
Momodora: Reverie Under the MoonlightSo yeah, I've already finished
Momodora 4. It's around a 6-7 hour jaunt, and it's a good one. I see comparisons to
Dark Souls all over the place... but I'm not really seeing it here. It may share some superficial aspects, but it doesn't seem as tough as those games. Make no mistake, though, you're going to die at points. It's a very pattern-based game, and your main character drops health quite quickly. (There are multiple difficulty levels, however, so maybe Hard mode really is tough.)
Of course, to combat that, you've got life-restoring items that you can use. The nice thing is that when you hit a save point, these items completely restock. So they're actually a bit more like reserve energy tanks that you have to use.
Combat is absolutely wonderful stuff. The whole game just has a sort of smoothness about it. Everything just feels effortless, with combat having a sort of flow that most games wish they had. I'm sure part of that has to do with the animation and spritework, which is exemplary. You have two primary means of attack, your leaf which is a melee attack, and a bow and arrow, which can be charged. You also have a dodge roll which grants invulnerability during said roll. This is the secret to managing combat effectively, given your priestess' slight build. So I suppose this sort of dance might feel a little like
Dark Souls. Regardless, it's a rather challenging game.
Sound in the game is surprisingly sparse. Almost all the pieces in the background are more ambient in nature than music. While it's not stuff you'd want to listen to at work, it certainly sets the mood. The entire game exudes an astoundingly melancholy vibe, and this even extends to the "good" ending. Yes, there's some
Castlevania-style true-ending stuff going on here.
As far as abilities that give you more mobility, there are surprisingly few of them. The primary two additions are the ability to dodge in mid-air, which is an air-dash, and the ability to turn into a cat after your second encounter with a certain witch that... well, I'll just let the picture speak for itself.
From what I can gather, there are all
sorts of little Easter eggs hidden around. A lot just takes the form of items that make the game a bit easier. Only one particular item is actually needed to see the credit roll.
Overall, I'm very, very happy with the purchase. There's no question I got my money's worth out of the game, and if you like non-linear action adventures, you'll probably like this one. Probably 8.5/10 territory for me. I'm actually tempted to dive back in and get all the rest of the collectibles, so that's a good sign.