Narita boy art2/2/2024 Platforming and exploration follow the same trail limped along by Narita Boy’s combat: they never really cross that threshold of being anything better than just “fine” on a fundamental level. It just never rises above that baseline level of what combat should be in an action platformer like this, leaving it somewhat amusing but relatively one-note the whole way through when compared to evolving games like Ori or Guacamelee. None of this means that combat in Narita Boy is outright bad, and I wouldn’t even go as far as to say that it’s shallow, because the enemies do require that you learn their patterns, as simple as they are. But while it’s great to have an extra layer to think about in combat to break the routine of it all, it fails to make fights any more fun since you pretty much just kill enemies in one hit when you’re matched with their color. Eventually you gain the ability to use a Wildfire power up and can toggle between red, blue, and yellow auras, which makes you deal and take more damage against enemies of the same color. Of course, it’s one of the last techniques that you get, so I didn’t have much time to really enjoy using it in combat.Īnd while there are an impressive number of enemy types throughout Narita Boy, they’re almost all disappointingly simple, with a single attack and a single way for you to avoid that attack. The one exception to this stagnancy is a dashing thrust attack that actually fits nicely into Narita Boy’s repertoire of moves as a way to hit a bunch of enemies in a row, in addition to being able to remove armor from a specific enemy. As a result, combat gets stale early on and stays that way.Ĭombat gets stale early on and stays that way That makes them feel more like keys than actual techniques, only to be used when you see the right enemy-shaped lock. For example, there’s a shoulder bash that’s only really used on one shielded enemy type, and an uppercut that’s primarily just used to hit the few enemies that fly. Rather than changing the way you approach a fight to keep things fresh, the techniques you unlock are more designed around giving you a way to deal with a specific new enemy type. That’s an alright base, but none of the abilities that you gain as you progress ever make engaging with combat any more fun. There are some really great animations, hits are impactful, and the way enemies die is super satisfying to look at – but the big problem is that, at the outset, there really isn’t much to your arsenal of moves outside of a basic three-hit sword combo, close-range shotgun blast, and powerful beam attack. They tie together the digital and physical worlds in a way that’s rather clever.Īs far as combat goes, Narita Boy looks more impressive than it actually feels to play. What’s especially neat about them is the way they help bring better understanding to the digital world that you’re playing through. Each time I unlocked one it felt like a gift I couldn’t wait to unwrap: these bite-sized story sequences are easily the highpoint of Narita Boy as a whole, as Lionel’s story is an emotional one to watch unfold, with wonderful music box-like tunes adeptly setting the tone. The real meat of it is communicated as you unlock Lionel’s memories and play through 13 really well-done flashback sequences that chronicle his life all the way from childhood to the present. However, that is a huge oversimplification of Narita Boy’s hard-to-follow overarching plot, which is bogged down with technical jargon and boring exposition dumps.įortunately though, that setup is not the main attraction of Narita Boy’s story. The boy assumes the role of the titular hero, “Narita Boy,” and sets out on an adventure to restore Lionel’s memories, defeat HIM, and save the digital world. You play as a young boy who suddenly gets dragged into a digital world after its creator, a genius hardware and software developer named Lionel Pearl, gets his memories stolen by a malicious program known as HIM.
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