I like this game, but I really wanted to LOVE this game. MFE is pretty intense with its hand-to-hand combat with extremely stylistic animations. A lot of people only liked the hand-to-hand and disliked the guns, but I disagree. Combo'ing an enemy before taking his gun and shooting the killing bullet, then doing a 180 before shooting a guy and then doing a gun finisher while intense club music is playing almost fulfills my dream of a John Wick-esque game. And while I really like that concept, it unfortunately does not have enough depth to carry this game.

To explain my point of the lack of depth, let's consider the enemy aggro system. Suppose every enemy in the room is revving for an attack at me. What I do to avoid that, is simply to grab a person. After grabbing a person, all enemies cease aggro, which is disappointing. I would have liked to seen something like if I grab a person while someone is about to punch me, I could push the person I grabbed into the fist, and maybe give me a bit of i-frames so I don't get shot by a stray bullet. Something I always try to do is to grab an enemy and move them towards a person who's about to shoot from their gun, but unfortunately they never shoot because all aggro was taken away.

In addition to the above, another point to my lack of depth argument is countering. You can counter whenever you want even in the middle of an attack, which is fine because in realistic mode, you do not get the button prompt, so you have to pay attention to an enemy's attack pattern. In theory this is nice. However, there is no punishment to countering when no one is attacking you. This means, even on the realistic difficulty, as long as you mash the counter button, your character will always counter, which makes the counter system very easy.

Overall, in the current lack of market for cool and stylistic John Wick-esque games, this game is satisfying on the surface level, but as you get deeper, the flaws become much more apparent and trivializes the game.

Reviewed on Jan 04, 2024


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