Again in 2017, Studio Koba introduced Narita Boy, a recreation named after Tokyo’s second-biggest airport that appeared customized constructed for Kickstarter. It had slim-fit pixel artwork characters in a neon side-scrolling world. It had nostalgic ‘80s anime vibes with fashionable visible results. It had a narrative of a developer — former Buddy & Foe crew member Eduardo Fornieles — going again to his hometown to make the sport he all the time dreamed of.
It was only a idea at that time, but it surely was attractive, and that was sufficient to push the inevitable crowdfunding marketing campaign excessive.
4 years later, the sport shipped and turned out to be one of many higher Kickstarter online game success tales, trying like a playable cartoon and taking part in like a surreal model of a traditional action-adventure recreation. With easy fight and text-heavy screens slowing the tempo, although, it by no means felt fairly pretty much as good because it appeared.
The crew’s follow-up, Haneda Woman, doesn’t have that drawback.
Introduced final 12 months with a demo now on Steam, Haneda Woman — named after Tokyo’s greatest airport — isn’t a direct sequel, regardless of the title. It’s an action-platformer with sooner motion, extra responsive controls, and the form of precision required when it’s a must to bounce between wall jumps whereas avoiding pictures from all instructions.
You play as a woman named Chichi Wakaba who has a sword and might dart across the display in fractions of a second. She has no ranged assaults, so she has to sneak up on enemies, go into “ghost mode” to cover from lasers, or slice by way of panels to drop platforms on enemies beneath, BurgerTime-style. She’s additionally extremely weak and can die if hit by a single bullet.
The twist is she has a mech associate, M.O.T.H.E.R., that she will hop out and in of. The mech strikes slowly and might’t soar as excessive, however has a machine gun turret and might soak up a number of pictures earlier than blowing up and respawning a number of seconds later.
Enjoying the demo, I discovered myself always leaping out and in of the mech, utilizing it to cost Wakaba’s assaults, take the brunt of enemy assaults, or simply spray bullets in an space and hope it labored out — which it typically did. The extent designs pushed me to change between the 2 kinds, providing slender paths or excessive partitions that solely Wakaba can match by way of or climb, and rooms stuffed with enemies that M.O.T.H.E.R. was constructed to blast by way of. It seems like there could be a strategy to speedrun the sport primarily utilizing Wakaba, however the steadiness between the 2 is what made the demo work for me. I always felt the temptation to fly in the direction of the aim, solely to suppose higher of it and accept a number of moments of planning, adopted by a number of moments of chaos.
Or I simply went for it and died. Because the trailer suggests, that’s going to occur quite a bit.