StriderHD

Most of you might remember Strider from its NES days. It was probably one of the few platformers that had a hectic pace, with challenge at every turn. The fights were huge, and they were surely epic. Now, fast forward a few decades and we have got ourselves a reboot by non other than Double Helix, who made games like Silent Hill Homecoming (Which is good… okay?), and the recent Killer Instinct, however, they had also made Battleships, which as you all know, is probably the most intricate game ever created, with some amazingly well made gameplay that reigns over all its FPS counterparts… Just kidding. So, it isn’t surprising to know that some people had their doubts about them handling this project. Well, I can safely say, you can put them all aside.

Following the adventures of our protagonist, Strider Hiryu, the game is set during the same time-period as the original arcade game, where the Strider organisation has sent one of their best assassins to take out the infamous Grandmaster Meio, who is living in the beautiful but corrupt metropolitan city of Kazakh. The game was also said to feature a much more fast paced combat system, nicely optimized for the current gen PCs and Consoles.

After getting to play the game myself, I can say that the game is a solid mixture of engaging combat and brisk mechanics, and I do mean “brisk”. In fact, the game doesn’t have an opening intro when you start, and you are thrown right into the hectic experience, that takes no time in letting you know what the game is about. Then slowly, and gradually as you are playing, it starts giving you hints and tutorials as to how you can properly empower all that Strider has to offer, and trust me, you would want to pay close attention if you plan on kicking the game’s ass, as it can be relentless at times, which will prompt you to employ all the skills and tricks you have learned in a fluid manner.

The main reason the fluidity in combat works so well is due to the simplicity of the control layout. For example, rather than having a completely different button for jump and slide, it mixes it into one, albeit with a different combination with the left analogue stick. In my opinion this keeps the pace, and rather than having to react with a different button each time, you can just focus on one, greatly improving your reaction time against the enemy. This also greatly helps with the platforming aspect of the game.

Speaking of platforming, since the movements are tight and can be controlled, it feels solid and accurate, something that was a plus of the old games. In my opinion, they’ve definitely got the accuracy locked on properly, so it not only requires skill, but is also hugely satisfying when you pick up on your momentum and cleverly move around. You truly feel like you are controlling this super weapon who is extremely ingenious, and agile.

Now, coming back to the games relentlessness, as you all know, a lot of people have been mostly complaining about the balancing, and that the game can be really tedious and difficult at times. However, I never really thought that the original Strider was forgiving, or had a level of difficulty that gradually increased over the period of play. Basically, the game tells you that you have this really powerful and undefeatable weapon in your hands that can go against anything thrown at it. So it makes sense in knowing that you won’t only be getting these weak recruits to attack, but also more elite and experienced adversaries, that make for some amazing boss fights.


Speaking of boss fights, there are tons of those in this game and they are all unique, and hectic. Most of these fights are challenging and will encourage you to use what you have picked up on thus far. For example, for the very first boss, who keeps teleporting around, being your usual pain in the ass bad guy- you have to keep getting close to him without getting hurt, and that is where the dual use of ability comes in. The tactic I was using was that, whenever he’d swing, I would move quite a distance away, and when he would miss and his momentum would throw him off, I would slide up right close to him and bash his face in. It shows how the same ability can be used both offensively and defensively. For example, in the sliding’s case, you can use it to either get away from danger, or quickly get close to an enemy.

The animations are pretty amazing as well and are mostly reminiscent of the classic game, where our main guy does a cartwheel action every time he jumps and does a baseball slide every time you, well… slide. It doesn’t restrict your movement at all. The only thing I was really hoping they’d improve would be the clinging action, which is basically him climbing walls and ceiling by implanting his sharp weapons into the structure. In my opinion, this is kind of restrictive to the flow of the game. It is like, one moment you are rushing through enemies slashing everywhere, and then you have this little section where you need to scale walls, and it kills the momentum.

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However, where the gameplay truly shines is when they put you in these really unique moments. For example, some levels will not play in the traditional way, and you will have to adjust to the situation, like during the anti gravity missions in the research facility. Also noteworthy is one of the first boss fights which takes place on the back of a dragon soaring through the air, high above the city. In that level, you have to keep moving, or the G-Force from the flight will bring you all the way back to its tail, and you’ll have to push forward again.

The graphics look great for the most part and have a unique artstyle to them, however, they really feel recycled and reused at times. Also, it’s kind of weird how the entire game is set in the Neo-Kazakh city, and some of the most unique levels from the original game (like the jungle or snow environments which I am pretty sure were teased originally), are not present in the final game. A change of scenery would’ve been nice. Though, I do absolutely love the character and enemy visual designs though, as they look absolutely stunning and futuristic.

Moving on to the music, Michael John Mollo has done a perfect job of blending the old with the new. You will still get to hear the original and hectic melodies, but now processed with cutting edge samplers and mixers that thrust the well loved themes into the modern era. They play a huge part in putting the adrenaline, in adrenaline-pumping

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Lastly, for replayability, the game offers collectibles and cool power-ups that you can unlock. However, to find them, you have to explore around in the game, going through secret hatches and areas. There are also these extra game modes, which you can use to compete with your friends, like the Beacon Run Mode.

Overall, the game is fun, fast, and in-your-face exciting. You have got these really impressively set levels, where you are rushing through the enemies slashing them here and there, and the next moment you are taking down these ruthlessly powerful bosses. It empowers everything that made the classic what it was and puts unique shine on it that can finally be afforded by the power of the current gen. Michael John Mollo’s music also plays a huge part in that, and gives every scene a shot of adrenaline filled tension. Just a pity that the level design isn’t varied enough and thus it doesn’t feel fresh at times. Still, if you are a platformer fan, or love the original Strider, do yourself a favour and pick this up, for such a meagre price, it’s well worth the enjoyment you will get from it.



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