Despite boasting some awesome ideas, fickle enemy behavior and an overly sensitive dash mechanic keep Denjin Makai from being as fun to master as it is to fool around in.

As I'm currently working on finishing Final Fight, I've come to discover the innate desire all humans have to throw dudes into other dudes. It's a simple pleasure, and one that beatemups have a unique opportunity to capitalize on. Denjin Makai, like Final Fight before it, largely succeeds in giving the player a grapple/throw that feels far-reaching and powerful.

Where DM stands out from Final Fight clones is its huge pool of moves to enjoy. By holding attack while inputting directions or pressing atk+jump in certain contexts, you can access a stupidly huge amount of special moves. It's worth checking out Denjin Makai if you just want to see all the crazy moves, but I don't know if I'd recommend mastering the game with limited credits.

The issue here is that DM has an extremely sensitive dash mechanic. This might just be my worn-out D-pad, but even after testing dashes on other games, I found that I frequently initiated a dash in DM when I didn't want to. I think the game registers a dash anytime you alternate directions 3 times, which doesn't feel intuitive at all. Pair this control issue with huge hordes of enemies that feel a little too unpredictable in their behaviors, and the game just ended up wearing on me once I got to Stage 5 with the 6 credits I limited myself to.

Still, I've got to give credit where it's due. Denjin Makai provided a decently fun arcade beatemup with tons of spectacular enemies, attacks, and backgrounds to gawk at before I groaned at another failed attempt to see it to the end.

Reviewed on Apr 17, 2024


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