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The venerable hobby of “games” has witnessed the spam of countless robots. Metallic child Try to be the definitive answer to something like Rockman, Astro boy And-most scary- Mighty No.9.. Of course, we make a joke.Inafune’s infamous crowdfunding project (which makes it an incredibly mediocre game) isn’t really competition For this. But as the metallic child reminded us of it, we bring it out. Wait, don’t run away! I promise it’s not a bad thing. As you know, Metallic Child is an isometric Rockman Rogue Light, ridiculously ridiculous, and has a character design that immediately reminds you of Mighty No. 9. Choose your targets, head to the game world and defeat them.
The elements of Rogue Light are actually quite limited and I don’t even know if they are accurate. Call that Rogue light. Rather than starting from scratch on every run, there is only one shot to complete each level / dungeon. Upgrades and boons there will be lost when you die, but will remain cleared when you clear the level. Undoubtedly, this greatly extends the definition of rogue light. It is the use of randomized positive and negative statistical changes that contribute to it. However, the risk of losing “time” is quite high, and each stage on multiple floors takes about an hour to play even at high speeds.
As you can see, you will find the “core” when you play the game. The core doesn’t tell you the temporary features until you install it. As you might guess, they may be good-doing more damage to your attack, etc.-or they may be bad-slow down your movement speed, such things. An interesting wrinkle here comes from the fact that even the negative core provides valuable bug data that can be later spent on the super core, which remains active throughout the run.
The feedback is good and the controls are responsive. After choosing some weapons, head to the dungeon (as they are) and defeat the enemy robots with absolute wonton violence. If you use the “default” gauntlet, mash the standard 1-2 punch Y button and press A to perform a powerful uppercut that can fire enemies. You can also press X to grab an enemy and throw it. This becomes an absolutely important part of an aggressive toolset once you get used to it. Launching an enemy against a wall will completely destroy it if you stun it or throw it directly at a fierce fire or other danger for enough time to do some damage. You can use the L button to dodge rolls (or guards). This allows for a tense, speedy and thrilling close escape.
The presentation is powerful from off and has a pretty compelling link to the player by the unfortunately named Rona, the main character. Rona communicates directly with you and tells you how you can help her. The on-screen view is also designed as if you were looking at Rona through the camera, with a “live” readout in the corner. It’s a small thing, but it gives a kind of verisimilitude to the proceedings influenced by anime. The movement is smooth and sophisticated, with a smooth 60fps frame rate and clear, crisp image quality even in handheld mode. The enemies and their projectiles also stand out in the landscape, so you won’t die for muddy visuals like some other rogue lights we played (Curse of dead gods, As much as it comes to mind). The soundtrack is also pretty good.
The metallic child contains all the ingredients, so it’s like a stalker. And in most respects it is! As you move from room to room, you’ll learn how to fight countless enemies, dodge attacks, explore lore bites, bonuses, environments for upgrades, and eventually fight pretty spectacular and challenging bosses. That is definitely fun and exciting.
However, combat-in effect-is the entire game. All the rooms you enter, Hades, Seal and challenge you to defeat the hostile inhabitants. The problem is to effectively beat them all in the same way. You can change the weapon (including in the combo), but in the end you only have to spam the slow attack, so it seems that the S rank is guaranteed for each encounter. And that’s okay-it’s fun, but the environment doesn’t change much. The solo developers have made some effort to make each area visually unique, but all stages simply consist of large rooms and corridors, which are sometimes harmful to the environment. It’s not very exciting in this regard, but the core gameplay is good enough that it can be overlooked. Sight is important, but diversity is also important.
Metallic Child is a compelling, dialogue-packed, seemingly full-voice quasi-rogue light anime adventure that offers a great deal of excitement, clearly an impressive achievement from solo developer Studio HG. The price is reasonable and the title is lowered a bit with only a few issues with repetitive gameplay. There’s a lot to see and do, and there’s a stuffy meat adventure. There are “achievements” to unlock and permanent incremental upgrades to buy in the currency dropped when shattering enemies. An impressive debut made very clearly by someone who understands how important feedback is to such a game. It’s a smooth and exciting robot destruction celebration for your switch.
About the author
I am good at playing various of games such GTA, FF and others. I love to share my gaming knowledge to each of you! Let's find out more fun in playing video games!