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Rhythm Fighter - Switch - ntower

Rhythm Fighter – Switch – ntower

Music is an integral part of creating a particular situation in certain situations. The iconic characters are often associated with certain melodies that still enjoy cult status today. Nevertheless, in most cases music plays a passive role and only supports the game world in the atmosphere. The soundtrack seldom creates a coherent image in conjunction with the game, which is why respectable examples such as the musical positions of the Ramon Legends stand out in their craft. The Crypt of the Negrotancer sequel and its associated Cadence of Hirol have taken this idea seriously and proven to many players around the world that rhythm and play can be wrapped up in one action package. Rhythm Fighter follows a similar rhythm and turns policy slightly in its head by shifting the game from a two-dimensional perspective and using randomly created elements to keep the adventure fresh. In the following test you can find out if we were constantly jumping while playing or running an annoyed metronome.

Follow the path and find a way to reach the goal.

© Coconut Island Game

After an alien invasion lost the earth and humanity, the mysterious Mr. Disco appears with several (of course musically inclined) heroes and confronts the tasteless army of the dominant commander Chaos. How seriously the plot really should be taken, the theatrical names of the central characters already reveal, giving a little foretaste of the bizarre journey you will undertake in the first few minutes. It starts with the characters, the design of which makes you smile and can not be visually and playfully different.

Courier Penguin is not only a caring, single father – no, at least the ambitious part-time courier is also active in aviation operations. Lookout Links, on the other hand, articulates his sense of duty, immense strength, and hearing loss. On paper, no character is better than the other, only individual special abilities lead to uniqueness and they are reflected in the form of reinforced attributes or special commands. However, this does not mean that you can choose all the characters from the beginning. Instead, you can use the achievements to open the trophies, which are spent on getting extra characters or other methods.

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The advantage of this improvement method is that you enter the game cautiously, releasing new achievements one after the other, which is why you feel like you are constantly looking for new content. In general, the replay world always suffers a bit from such “dull” settings because the repetitive runs slow down, and the tempo – or here, paradoxically, the rhythm – is therefore delivered. Rhythm Fighter avoids this problem by creating levels approximately, so there is no need to start more games if you want. Moreover, daily challenges are always tied to certain requirements with new courses, restricting the freedom to choose characters. It’s best to step out of your comfort zone and deal with sports styles you’ve never voluntarily tried. Although there are characters that can be played individually, they all combine into a focused music game.

Every opponent should take it seriously despite its design.

© Coconut Island Game

In the order of manageable level divisions, you perform entertaining tasks such as defeating all enemies or overcoming dangerous traps so that it goes to the next room and repeats the process. As you might expect from the title, it is also important to move at the right time with the music and eliminate enemies. Attack power and similar bonuses are affected by your rhythmic sense, which is presented in the form of an energy bar at the bottom of the screen and should be placed in view. Once the bar is filled, the opponents take significantly more damage and deal with significantly less.

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While regular monsters do not represent the greatest obstacle and their attack methods are not only unilateral but also predictable, the boss enemies clearly stand out from the rankings and file by their diligence and spontaneity. While the increase in difficulty may seem a bit sudden at the beginning and failures are sure to follow, it feels great as the game progresses to learn their behavior patterns so that they can stand up to the bosses who initially empower them. Of particular note in the learning process is the importance of finding a balance between attack and defense. Anyone who tries to remove the enemy quickly without thinking will quickly fall on deaf ears and be punished accordingly. Special skills charge slowly and the rewards for completing career segments are very low, which further complicates the course of the game.

It should be noted that there is no complete cure after every world and you will progress with your current health. If the life force is running slow, of course looking at the custom level sections is not a bad idea. The most difficult map gives an idea of ​​where the end might be, but falling into the traps that come with impressive rewards is inevitable, but often dangerous. Also, the game rewards a brisk pace and opens up a so-called “speed zone” over a period of time that keeps high-quality stuff ready after killing the boss. Overall, this causes a small, interesting confusion because the speed zone with its rewards always triggers urgent actions, while alert progress leads to well-thought-out actions, but keeps the final prey within manageable framework.

Not completely irrelevant: Rhythm Fighter never rushes you, but only rewards talented players. Initial misconceptions can be frustrating and train your impatience, but the basic idea works all the time and rarely changes. So we would have reached the biggest critical point of the game: the lack of variety. Despite the randomly generated elements and different protagonists, the game repeats itself over a long period of time and offers a new play based on the game.

After about three runs, I already had the feeling that I had seen it all, because sometimes bosses and enemy types repeat themselves, and rarely deviate from known forms, let alone dance from character. After all, with extensive attacks, I’m thinking of boss bosses who want to disappear behind invisible walls and stay there until they are pulled out. Not only is this behavior a waste of time, it also motivates you to fight in midfield, unnecessarily restricting freedom of movement due to misconceived design.

Themed you will go to very different places and go from deserted streets to Asian bamboo plantations. The expressive, colorful graphic style contributes a large part to the glamor, representing an amazingly fun overall set combined with the bizarre writing design. Of course, the heart of the game – the music – is not mentioned. Above all, you need to evaluate how much effort it took to combine sports and music so harmoniously. The soundtrack does not roll, it is suitable for every movement, and depending on your sense of rhythm, it adapts loudly or is flattened with a little pleasure.