However, I found that the game eases you into it quite well, but then throws a section with a sharp difficulty spike where you’re required to learn this ability effectively to proceed. This adds an extra dimension to the gameplay.
Certain enemies in the game have a coloured fire above their head, requiring you to switch between the three different Wildfire colors. One of the mechanics that admittedly I sort of missed the very first time it was introduced, is the Wildfire. With mostly a red aesthetic and ranging from the simple zombie-like entities to powerful bosses, they are pretty varied and require particular tactics to defeat effectively. These enemies that have invaded the Digital Kingdom are known as Stallions. I found this to be very handy in sections where you’re facing hordes of enemies.
You’re also given a shotgun, which I rarely used, but if you have full ammo you’re able to fire off the Ultra Beam that goes across the screen damaging everything in its path. Each move is extremely well animated too, and you’re able to fluidly dodge and ram opponents while you slash your way around the screen. It offers you a decent repertoire of moves to tackle the enemies the game regularly throws at you. Fairly early on, you’re presented with the Techno Sword, your main weapon throughout the game. Due to these missing pieces in the final game, I can’t help but feel that the original scope and vision for the game was a bit bigger than this and that Kickstarter backers will be somewhat disappointed with where the game finally landed.
Another feature that seems to be missing that I saw in an update video was a beat ’em up style part that was a homage to other games of the late ‘80s/early ‘90s. I also remember reading about how the game would be set between an ‘80s ‘real’ world and the Digital Kingdom, but that feature is largely not present in the final game, sans a few sections you can explore the ‘80s through memories that you can walk through. Perhaps a Metroidvania style progression was actually in the cards, where you were able to revisit an old area with a newfound ability, but as the game changed during its development lifecycle, this may have been removed. Although, if you’re an original Kickstarter backer, that’s probably an entirely different story. This is more to do with my incorrect assumptions about what the game was meant to be more than anything. Much of the progression boils down to either getting your hands on a techno-key to unlock a door to the next level or finding three symbols scattered around, allowing you to activate a portal to proceed. However, in reality besides a few bits with minimal choices of where to go, the game feels pretty linear. It’s certainly something they should be proud of accomplishing.īefore getting my hands on the game, and based on what I had seen and read about Narita Boy, I made the incorrect assumption that it would be a Metroidvania style affair. The developers have done an absolutely fantastic job with this, and Studio Koba’s site states that “The animation is traditional 2D full animation, which means that every frame is drawn again and again to make a smooth and fluid motion.” They also mention that they don’t use particles, so the visual effects are all animated too.
The next thing that you really notice about the game is the carefully hand-crafted and amazingly fluid animations. You travel through a yellow desolate digital desert and, as a contrast, an atmospheric blue forest. During your journey through the Digital Kingdom, where the game is set, you make your way across various places with a uniform yet distinctive look. The heavy ‘80s aesthetic is apparent throughout the game and offers a real dose of nostalgia for those growing up in that era. The first thing that strikes you about this game is the distinctive art style. The studio, comprising of only seven members, managed to battle through the 2020 pandemic and emerge victorious on the other side, delivering a somewhat short but memorable action-packed experience. Since then, they found a publisher in the form of Team17. This led to a hefty delay in the originally planned launch date of December 2018. The unique looking, neo-retro 2D pixel action-adventure game seemed right up my alley, and I felt compelled to get my hands on it.Īnnounced in 2017 on Kickstarter, after reaching its initial funding goal, the development was sadly fraught with several issues, including a restructure and multiple moves by developer Studio Koba. When I first saw Narita Boy, I fell in love with it instantly.