[Game Review] Rift of the NecroDancer
- Annika Liu
- 4 days ago
- 1 min read
Rating: ๐๐๐๐๐๐๐๐๐๐
โ 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.
โ 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!
โ 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.
โ Awesome hype music quality, really groves well with the game's vibe.
โ DLC and cross-over collab choices are smart, imagine playing against Miku in a rhythm battle :)
โ 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 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.
Comentarios