prison city is a competent action platformer, but it's more homage than game. that's sort of the default criticism for modern retro throwback titles, but it feels particularly noteworthy here - it's all references.

the level design is pure power blade - each stage is a micro-metroidvania where you explore to find a keycard to unlock a boss room. likewise, the main mechanics are power blade - basic action platforming with throwable chakrams. so it's primarily a loveletter to power blade, that's fine. i'll take anything that's acknowledges the NES library of action platformers was bigger than busters, whips and katanas. both of these aspects of the game are solidly executed; the levels are interesting to explore and the platforming and combat feels good.

the problem is that acknowledgement is basically all the game does. it never felt like it was bringing something significantly new to the mix. it's just a big pastiche of memberberries - remember the awful TMNT bomb defusal - what if it was playable? remember pong? just about every level, every bonus stage, every boss is an obvious nod to a classic game. as a result, prison city never really establishes an identity of its own.

aesthetically, the game looks great, but environments are often too busy for the limited palette, introducing readability issues where it's difficult to discern between the level design and the set dressing. on the standard "modern" difficulty it's excusable enough, but on classic, you'll end up losing lives to this. similarly, a lot of enemy attacks have the tendency to get lost in the visual noise of your thrown chakrams, which isn't unfair but doesn't feel great either.

i had a good time with it, and admittedly it was refreshing enough to play a retro throwback that isn't just another mega man or ninja gaiden... but as the credits rolled, i was still waiting for the game to throw something at me i hadn't seen before.

remember shatterhand?

Reviewed on Oct 21, 2023


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