This review takes place after 100% completion of the game's achievements, which includes the 1CC run on Arcade. I really liked Steel Assault from Zenovia and played through that game to 100% as well, so I'm not surprised about getting my time in this game. In any case, Neon Inferno is an action-packed run-and-gun 2D shooter where you fight enemies in front of you and enemies in the background like a gallery shooter. It looks outstanding, sounds outstanding, plays great once you get a handle on some of the "tech" you can use in the game, and it will put up a tough fight. The TL;DR version of this review is that I strongly recommend this game if you're the kind of person that likes short, old-school games that emphasize replayability (I am one of those people). If you're more of a one-and-done person, then I would wait for a sale. It's still worth playing, but you can likely beat this in a couple of hours for a first time through. Now if you want a more detailed breakdown: Graphics: [*]Amazing art direction from start to finish - Both the cutscenes and in-game art look outstanding [*]I usually don't care too much about graphics, but I gotta call it like I see it Gameplay: [*]Very tight controls - You have the ability to double jump, fire your gun in 8 directions, dodge roll with brief invincibility, melee, parry certain projectile types and control their direction with a bullet time-like mechanic, and, of course, fire at enemies in the background [*]You have a little bit of flexibility after the first level to choose your own target path - It doesn't really matter what path you take, but I thought it was a neat addition at least [*]After completing a level, you receive a rating and you'll receive money based on that rating. The higher the rating, the more money you receive as you'd probably expect. And then after a level, you'll gain access to a shop to buy limited power ups (or an ability to heal if you're on Arcade) [*]This is a bit of a double-edged sword because if you're struggling, it can be tough to fight back if you still can't afford power ups; however, I view it more as an entry into my next point [*]One of the cooler QoL parts of this game is the Replay Mode, which allows you to practice all of the levels at various key checkpoints - This makes higher difficulties (including Arcade Mode) much more manageable since it makes practicing a bit more time efficient. And remember, better performance = better power ups [*]Co-op is also present in the game - It's another neat way to play the game if you're all about the couch co-op (Remote play worked well on that note too). From what I can tell, it's not too different from the base game aside from pooling cash at the end of a level, but it's still a good time Soundtrack: [*]Great from start to finish - I wouldn't expect anything else based on Steel Assault's soundtrack Difficulty: [*]This game doesn't hold back, but I'd say that the various difficulties make it relatively accessible (especially after the first patch) [*]There are 4 difficulties in total: Novice, Medium, Hard, Arcade [*]Generally, as difficulty increases, you have less checkpoints, you have less health, you start to lose the ability to regain health on a area finish, and there are more enemies with variations in attack [*]That's a bit reductive, but the point is that you should be prepared for a beat down as you learn [*]And on that note, if you want to go for the full challenge, you can try your hand at Arcade Mode, where you need to beat the game in one life and you can only heal 1 HP worth of damage between levels Have no fear though. It's doable with practice: https://youtu.be/197PbTuUL50 All that said, I strongly recommend this game, and I'll continue to keep an eye on Zenovia's games. Before I finish this novel though, here are a few helpful tips that I learned the hard way to up your game. I'll add them as spoilers in case you want to learn for yourself [*]For your background firing, I strongly recommend using the fast reticle. Go into your gameplay options and make it the default as well. The standard option is very slow even after the first patch [*]When firing into the background, you can maintain your reticle position as long as you are holding the button at all times - Use this to your advantage. You can still jump and dodge roll while maintaining that position. This way, you don't have to reset your aiming every single time you're forced to move out of the way [*]Also, when firing into the background, your reticle will always start nearly centered on your character. Use this to your advantage as well to reset your reticle position if you're too far to the left or right. Basically, release the trigger and then instantly start firing again to move your reticle. This can be much faster than moving the reticle left or right yourself [*]Contact damage isn't really a thing for most enemies - You can stand pretty much inside of human enemies and hit them hard while their weapons just whiff against you [*]For enemies where there is contact damage (robotic enemies mostly), keep your distance obviously - For drones though, it's worth noting that contact damage goes away the moment you kill them. The only part that will hurt you is the ground explosion. You can use this to reposition if they get in your way (and they will get in your way) [*] Parry as much as possible to keep your bullet time meter high - Parried bullets hit enemies very hard, so keeping meter ready to go can help speed fights up considerably [*] Beyond all that, don't get discouraged and practice. This game takes practice to play well. I believe in you, reader Patch #2 Update: [*]Score Attack was released, which is a great way to help with replayability [*]Some great QoL features were added around making level resets a bit smoother [*]A co-op issue was addressed where you can bring a partner who was KO'ed back at the cost of the living player's health - This was a great change and I adjusted this review to accommodate it Awesome update all around and I'm getting back into the game.
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