Every now and then you get something that appears out of the blue with little fan fare or hype that proves interesting enough to take a deeper look. A top down biopunk and Japanese mythology based, Hotline Miami, inspired indie game certainly fits the bill.
The Hotline Miami inspiration is obvious in terms of the games
look and style. You enter buildings and move through the levels room by room in
a series of sort of mini arena sequences. Each room contains a set series of
enemies that all need to be approached in different ways to defeat them. This
adds a sort of puzzle element as well as there’s normally only one way to get
through without dying.
What is helpful is that if a certain enemy kills you too
many times, then a video will pop up at your death showing how to deal with
them. In terms of your arsenal, you have a spin attack, a deflection shield and
the ability to slow down time for brief periods. Some enemies need shots deflected
back at them, some need to be hit directly, while others may need to be dodged
first or hit within a certain time. Knowing which order to do things is the key
as one hit and you die and will need to repeat the room from scratch. The auto save
is pretty good though, so you’ll be instantly back in the action without much
time passing.
The biggest issue with the game though is the absolute
crushing difficulty. Hotline Miami at least allowed some fluidity in how you
could take enemies out. The closed arena nature of the rooms here really means
it is a case of learning the pattern of each one and then making sure to
execute it perfectly. And it does have to be perfect or else you will die and
have to start again. This means if you do get stuck in a particular place it
can soon start to get repetitive and frustrating quickly.
Some levels have boss fights as well. These tend to end up
more like bullet hell shooter sequences where you must alternate between
dodging attacks and deflecting and reflecting different colour bullets at the
enemy. These are well handled and general walk the line well between
challenging and fun.
There’s a good attempt at story telling and lore building as
well. There are some great looking comic book style sequences and between
levels you can explore a 2D village which acts as a small hub area. Here you
can talk to other characters before heading off to the next level for more
destruction.
Overall, Sonokuni is a fun attempt at trying to bring something
a touch different to the Switch. It’s going to appeal to gamers who want games
based on lightning fast reflexes and quick thinking. If the controls and pacing
were tightened a little it would be an addictive masterpiece. As it is its good
fun but veers more towards frustration than that ‘one more go’ ethos just a
little too often.
Overall 7/10
No comments:
Post a Comment