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[Game Review] Rift of the NecroDancer

  • Writer: Annika Liu
    Annika Liu
  • 4 days ago
  • 1 min read

Rating: ๐ŸŽ๐ŸŽ๐ŸŽ๐ŸŽ๐ŸŽ๐ŸŽ๐ŸŽ๐ŸŽ๐ŸŽ๐Ÿ


โœ… PERFECT and GENIUS idea to combine classic RPG elements from Crypt of the NecroDancer with a more classical rhythm game mode. The details and tailoring of dungeon monsters' abilities with rhythm notes are fascinating. There are numerous examples, such as portals, skeletons' heads, teleporting swordsmen, etc.

โœ… Iconic aesthetic design. The decision to move forward from prior's less stylish design to an American comic-style art vibe leaves a very memorable remark. Also stands out differently from other typical anime-like rhythm games!

โœ… Keyboard input design resonates with prior Crypt of the NecroDancer's main mechanic: moving (by pressing arrow keys) along with the beat. The intricate connection and inheritance from the previous game is delicate.

โœ… Awesome hype music quality, really groves well with the game's vibe.

โœ… DLC and cross-over collab choices are smart, imagine playing against Miku in a rhythm battle :)

โœ… Revolutionary design changes to rhythm notes. It is both risky and respectable attempting to teach rhythm game players a new way of understanding notes, remembering what each monster note stands for and its unique abilities. Huge respect!


โŒ Following from the previous comment, learning curve is a bit too high. I can already think on top of my head 10+ different monster notes players have to remember. The transformation of easily perceivable geometric notes (as in most rhythm games) into monsters make visual cues a bit counter-intuitive. Players would need to spend some time really learning and reciting the notes to further the game.


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