![]() ![]() The sprite design on environments and characters is detailed (the design of the bosses should be especially commended), with very warm colors. Steel Assault's is one of the most beautiful pixel art games in recent memory. It's nice while it lasts and unfortunately it doesn't incentivize us to come back. Some people probably took the term "arcade" too literally, forgetting that the games Steel Assault draws its influences from (yes, even those that debuted on coin-ops), provided us with a few lives to spare before we saw the game over screen. The replay value is practically non-existent, while the arcade mode offered here is probably some bad joke of the creators at our expense, as we have to make it to the finale in just one try. our opponents become slightly more numerous), there aren't enough modes to keep our interest. And I say that without exaggeration as your first attempt will take no more than an hour and a bit, including failed attempts! Apart from the separate difficulties, where new patterns are added to the bosses with each increasing level (as expected. Unfortunately, Steel Assault has a really short duration. The showdowns with the bosses are well designed and absolutely impressive. On easy and normal difficulty (personally I wouldn't recommend anything more than that as the fun-to-challenge ratio starts to drop) we have infinite attempts and the checkpoints in each level are relatively frequent, while very conveniently we replenish our energy once we reach one of them. On the plus side, it's used a lot in the level design and in some boss encounters and it's not some gimmick that was introduced in the game and forgotten along the way. Most important of all though is the zipline that the protagonist has and can be launched either straight or at an angle. There's a slide-dodge that makes us invulnerable for a while and a double jump that helps platforming significantly. Aside from those, we have a couple of usefuls moves in our disposal. Compared to the aforementioned titles the power-ups are minimal - specifically there is a shield that absorbs all the incoming damage and electrical blasts that essentially increase the range of our attack. The title is influenced by classic side-scrolling titles of the past such as Gunstar Heroes, Metal Slug, Castlevania, Ghosts 'n Goblins, etc. ![]() We move from left to right and with our electric whip, as another Whiplash, we take out any opponent that comes our way. ![]() The gameplay follows a fairly conventional approach. ![]() And what could be more essential than the gameplay! We won't distract ourselves any further with the story, so let's move on to more substantial aspects. It is quite fitting that the gist of the story is given through a scene of a few seconds during the introduction. Standing in the way of his path to the coveted revenge will be several high-ranking people from that dictator's army, who are also the game's bosses. Our hero, Taro Takahashi, seeks revenge against the man who harmed him in the past and turned the world into a post-apocalyptic wasteland. So let's see what it's all about.Īs expected, the story serves as garnish in Steel Assault (and besides, who really needs it in games of this category). Not that the above dont't apply to a sufficient degree, but for a game to be truly memorable, there has to be something more than. The trailers and demo foreshadowed some very impressive scenery, awesome action and generally a RAD title sent from the past in a time machine to blow our minds. That's the first thing I thought when I finished Steel Assault. ![]()
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