11:00AM

QCF: Super Crush KO (Switch)

So far in my brief experience with the Nintendo Switch, I have enjoyed several beat-em-ups and action games. However, I seem to struggle with the titles that rely heavily on combo-driven combat and precise controls. Something like Bayonetta or Devil May Cry would be a struggle for not only a novice such as myself, but for playing on a Switch that is never hooked up to a television or using a controller. Thankfully the fine individuals at Vertex Pop have made a name for themselves releasing approachable and stylish indie games that do not compromise on the action. Their latest release, Super Crush KO is a colorful and stylish hybrid of the above-mentioned genre and run ‘n gun that although is short to complete and possibly less of a challenge for experienced players, nonetheless is a worthwhile addition to the platform.

 

Girl loves Cat. Alien kidnaps Cat. Girl punches and shoots lasers.

The player controls Karen, the very recent victim of a catnapping by the hands of a mysterious alien that also has unleashed an army of robots to destroy the Earth. Scooping up a just as mysterious alien weapon left at the scene of the crime, Karen embarks on dismantling the swarm of A.I. in the hopes of rescuing her feline friend, Chubbz. Through four panoramic cityscapes, the fight ensues while Karen begins to realize the extent of her machine-smashing abilities. The story is like John Wick, if John was sporting some rad neon colored attire while blowing up hound-like cyborgs with airborne combat. And, lasers. It does not get much more elaborate than that, and sadly the first gripe I have with the game is that the story is very minimal and although it is cute, does little to drive the progression.

 

Combat often will become hectic and every movement is important.

Despite the story being less than fulfilling, the title shines in the gameplay department. After the tutorial stage, Karen will learn various attacks that will allow the enemy to be juggled, grounded, blasted and several other verbs that I cannot think of now. Stringing together each newly learned maneuver is simple to execute but as the difficulty ramps up the player must be surgical in performing them. A missed attack or poorly timed dash will result in taking damage. Damage can be reversed by collecting hearts earned by defeating tougher enemies as well as reaching checkpoints throughout the stage. Special attacks and projectiles utilize energy which can be depleted, resulting in a cool down before using again. Gems will drop off the defeated adversaries that will refill the gauge, however collecting them at an inopportune moment can open the player to an attack. The balance of combat and the risk-reward of each action continued to stress me out as I reached each boss bottle and the eventual finale. Like I mentioned in the beginning I only dabble in this genre, a more skilled player may not see it as such a herculean effort to obtain the highest ranking on the leaderboard.

 

Attempting to obtain the highest score and rank is the only reason to replay the game.

 The controls feel precise and immediate; when attacks are put together it can lead to an effective and beautiful dance while dashing and jousting each type of enemy. On the other hand, rotating mechanics of each enemy’s attacks as well as the weaponized environments can throw a wrench in attempting to clear a level without being hit or dropping a score multiplier. Initially I was not remotely worried or upset about clearing the level with a low score, however as I began to understand more of the pacing and really becoming more in tune with the controls I started to chase after the S rank in each stage. The scoring system is instant satisfaction for each successful combo, and shame when the time between combos ticks down or a stray projectile wipes out a perfect run. In my opinion it really makes the game worth playing through and will have the player going right back to clean up after the credits wrap up.

 

Boss battles are all about knowing the patterns and crowd control.

The soundtrack is pleasant enough, although I could not attempt to say what genre of music it is created from. I believe Ser, who reviewed the developer’s last title on Bullet Heaven would be better equipped at pinpointing the specifics of this soundtrack. For my playthrough it was ambient music that did not distract or amplify my experience. I did enjoy the stinger that proceeds the completing of a level, that wasn’t too bad. There is no voice acting in the game, save for a cat’s meow and random snorts from the main character and antagonist during the cut scenes. Rounding out the features of the game, there are leaderboards and a very weak gallery containing only the cutscenes that were unlocked during playthrough. It would have been a decent thing to possibly include any other kind of unlock at all. Costumes for Karen, or at least some sort of gallery of the artwork. For a title that showcases plenty of charm and stylized art it would have been nice to have more of that featured. Sadly, after conquering the final boss the only other option for replay value is trying to achieve S rank in all the stages and climbing the leaderboards.

 

The game is all about being light and breezy, with just enough difficulty to make it a challenge.

The time with Super Crush KO was brief, ending too soon and with not much to accomplish afterwards. Even with the lack of extra unlocks and a minimal story, I still truly enjoyed the experience. It’s the perfect download for the Switch, taking inspiration from other combo heavy titles of the genre but lending to a more casual audience and platform. It’s lighthearted and devoid of aggression but can still make any player stay on their toes while reaching for the best run possible.

 

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