![narita boy ps4 narita boy ps4](https://images.pushsquare.com/screenshots/113491/large.jpg)
So there’s almost no incentive to use it, since you do the same amount of damage to Wildfire enemies, so you can just fight them normally the only penalty being the fight having to be slightly longer.
![narita boy ps4 narita boy ps4](https://i.3djuegos.com/juegos/14566/narita_boy/fotos/maestras/narita_boy-5396554.jpg)
In theory, this could be an interesting combat mechanic, however, its execution makes it somewhat redundant since, while Narita Boy can deal extra damage to enemies that have the same colour fire, they can also do extra damage to him. The most notable example comes in the form of the “Wildfire” abilities, which players can charge up during combat in order to give them an advantage over enemies that bear the same colour fire. Combat is somewhat chaotic, and-much like with level traversal-certain elements feel pointless. Rarely are there enemies just populating the world instead they only appear in scripted fight sequences. While by no means bad-with a large variety of moves and power-ups to utilize, and a variety of interesting enemy types- Narita Boy’s combat doesn’t totally feel intrinsic to its gameplay. Even the slightest flick of the stick will send him bursting forward and trying to platform with this greasy momentum will usually result in unfortunate pitfalls.Ĭombat suffers in a similar fashion. Where this is the most prominent, is in some of the upgrades Narita Boy gets, which allows him to bypass certain obstacles but is functionally pointless since there’s no real exploration within any of the levels-and it’s a real shame because the world is SO interesting that it’s just begging to be explored.įurthermore, controlling Narita Boy is a bit frustrating since he moves incredibly quickly, and his movements are incredibly slippery. This is what I mean when I say it feels less deliberate than Blasphemous, which committed fully to it’s Metroid style design. That may sound overly snarky, but it’s true-each area of the Digital Kingdom appears non-linear in structure, which consists of running around to find keys to open a doors but for the most part, the design of each area is linear and once you complete it, there’s no returning to it. Nartia Boy takes the form of a 2D platformer with the illusion of Metroid elements mixed in.
![narita boy ps4 narita boy ps4](https://images.pushsquare.com/screenshots/113489/large.jpg)
Then there’s the gameplay, which again, appears similar to Blasphemous, but feels much less deliberate. Narita Boy’s story, as well as its world is overflowing with such striking imagery and symbolism that had it only given the player small pieces of the story and allowed them to interpret the rest, it could’ve made for a much more engaging game. It was the first way that I really wished Narita Boy could be a bit more like Blasphemous-in the way that Blasphemous draws its inspiration from Dark Souls and does a lot with a little.
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Unable to remember and patch the corrupted lines of code, HIM and his army of rouge programs known as Stallions, seek to infect the Digital Kingdom dominating it’s three houses and destroying the balance of the “Trichroma.”
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Telling the story of Lionel Pearl, also referred to as “The Creator,” who, while writing code for his “Digital Kingdom” is accosted by a malicious program known as HIM-who reaches through the program and causes Lio to lose his memories. Narita Boy’s story wears it’s TRON inspiration right on it’s sleeve. There is a lot to like about Narita Boy, but I think I would’ve liked it more, had it drawn even more from Blasphemous. On the other hand, you can see so much of Blasphemous’ influence in the game’s visual design, it’s atmosphere, and even the gameplay that it’s hard not to draw comparisons between the two. Talking about Narita Boy is difficult, since I want to avoid comparing it to Blasphemous-despite the fact that both games were published by Team 17-they were made by different developers, and as such I feel it a bit unfair to hold it to the standard of a completely different game.