![]() ![]() The Sprint Attack requires not only precise timing but also optimal placement from multiple moving targets. In spite of Cyber Shadow’s 8-bit inspirations, the Airstrike behaves like no other downthrust I have ever experienced and often feels unintuitive to use. While I can see these paths, I am unable to follow them, my failure typically punished with an instant-death pit. Later levels are designed to be cavorted through with chained Airstrikes and Sprint Attacks. Both these abilities may be used multiple times in a row if they strike a target and also refresh Shadow’s double jump, creating situations where applying them skillfully can cut corners through challenging platforming sections.Īirstrikes and Sprint Attacks can propel Shadow through levels with incredible speed.Ĭyber Shadow begins with straightforward platforming of little difficulty, but that difficulty rises steadily throughout. His skills I use most are the Airstrike, a midair thrust downward that can propel Shadow off an enemy or container, and the Sprint Attack, an attack that propels Shadow across the screen with a flash. The counter would be easier to perform if it was assigned to one of the gamepad’s many unused buttons instead of sticking rigidly to its two-button, 8-bit inspirations. All actions are relegated to either the jump or attack buttons combined with a direction on the d-pad. But I would prefer for Cyber Shadow to more fully utilize the gamepad. ![]() I appreciate the level of skill parrying takes if I press the d-pad too soon or too late I will walk into the projectile instead of parry it. This deals incredible damage to any enemies that get in its way. If I press the d-pad in the direction of a projectile with pixel-perfect timing, it will turn into an energy ball which I can attack to launch it across the screen. Shadow also learns to parry enemy projectiles, in a sense. Shadow can parry enemy projectiles with precise timing. He first learns to throw ninja stars, then to launch flames directly above him, each useful for dealing with inconveniently ranged foes provided I have enough spirit power to use the abilities. ![]() ![]() At the end of most levels, Shadow absorbs a new ability from one of his fallen clanmates. When he first emerges from stasis he has a rudimentary platforming skillset, allowing me to jump and attack with his sword. Platforming is further complicated by Shadow’s ever-expanding ninja abilities. Cyber Shadow’s level design does what any good action platformer should: Building unique scenarios onto basic mechanics to make each level distinct. In the Return to Mekacity, Shadow rides a talking motorcycle at breakneck speeds along a broken highway while menaced by hostile synthetics and floating landmines. In the Reactor, energized orbs spill from shattered machinery, briefly electrifying water or platforms they make contact with. In the Disposal Facility, I can slash cubes of recycled metal out of Shadow’s way, or climb on top of them to reach high platforms. To help Shadow avenge his clan, I must guide him from Mekacity’s secret depths to its shattered heights across eleven stages. Shadow’s ninja clan is sworn to protect Mekacity. ![]()
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