Playtime:
1846 minutes
[h1][i]Haneda Girl[/i] - 8/10[/h1]
[b]"Alone you go faster, together we go further"[/b]
[hr]
[h3]Quick Notes for those deciding whether or not to purchase[/h3]
Plenty of variety in how you can approach each level
A light but well appreciated soundtrack
Super replayable with a high skill ceiling and customization
Charming characters, although the writing and translations aren't great
Breakneck pace, any hitches you experience won't feel like a big deal
Very mechanically demanding at higher levels of play
Visual effects were intense enough to give me a headache after a while(coming from an avid Warframe player)
A little buggy at times
Not very well optimized
Binds might be a little iffy for some people and are not very customizable
[h3]It's not Narita Boy 2[/h3]
Lets get this out of the way. True to it's narrative, [i]Haneda Girl[/i] is an arcade game. I haven't played Studio Koba's previous title, [i]Narita Boy[/i], but judging from other reviews and what I know about it, these are [b]VERY[/b] different games. There's nothing wrong with that but there is the occasional piece of marketing that feels ai-generated because it talks about [i]Haneda Girl[/i] like it's a more story heavy action adventure game similar to [i]Narita Boy[/i] when it is very much not that.
[h3]"I am fire"[/h3]
As an arcade game the gameplay is the clear focus, and playing for myself I can see why Chichi's so into this game. There's plenty of ways to approach every level. Strike like lightning as Haneda Girl, crash like thunder using M.O.T.H.E.R., and make use of various weapons and upgrades to suit your tastes. Haneda Girl moves much faster, can squeeze through gaps, and her superdash lets you cut through enemies without them even noticing, but you need to stay alert and mobile as she'll always die in one hit and dying as Haneda Girl is what causes you to restart. M.O.T.H.E.R., on the other hand, is a hulking mass of metal, capable of crushing small enemies on contact and shielding Haneda Girl while face tanking all manner of weaponry(apart from buzz saws curiously), but she struggles with verticality and can't move quite so fast.
The game allows you to prioritise whatever playstyle you prefer as M.O.T.H.E.R. can be called at any time as much as you like, provided you have the space, but you will need to make use of both modes to complete levels effectively. Think more of weapon swapping's importance in [i]ULTRAKILL[/i] rather than [i]DOOM Eternal[/i]. If you like using M.O.T.H.E.R., there's a plethora of weapons to equip her with, and if you prefer Haneda Girl there's plenty of special abilities you can equip instead like a shield. However is a clear preference towards Haneda Girl in score chasing, as kills with M.O.T.H.E.R. are safer and give fewer points, and the slower movement will net you less points from time and make it harder to keep up your combo. Interestingly time and combo related points are a small part of your final score and it's very possible to get a platinum trophy without either of them(there's even an achievement for having 0 points for time on a platinum grade), but many times it'll be the time and combo that push you into getting a platinum trophy. This isn't a fault with the game though since you are much safer inside M.O.T.H.E.R. so it's natural to reward more dangerous play with higher scores and of course you don't [i]need[/i] to chase platinums if you enjoy using M.O.T.H.E.R..
There are also plenty of side levels to challenge you with unique challenges
[h3]What no DLC does to a mf[/h3]
I actually found out about this game through r/KatanaZero, great resource for indie games like this honestly(please go play [i]SANABI[/i]), and [i]Katana ZERO[/i] is a great comparison for Haneda Girl centric gameplay. Outside of superficial similarities like the One-Hit-One-Kill gameplay and having a sword, the two games feature an emphasis on planning out a route for each level which is an under appreciated aspect of [i]Katana ZERO[/i]. The weapon or mode you equip for the level also opens up different opportunities for routing, like using the shotgun to break walls faster without a bash. It is methodical despite it's pace, and learning a level makes you feel like a force of nature. I don't need to tell you this but if you like [i]Katana ZERO[/i] you will love [i]Haneda Girl[/i] as well.
[h3]Evil Substitute Teacher[/h3]
[b]"Story in a game is like a story in [an av]. It's expected to be there, but it's not that important." - John Carmack[/b]
While that is an opinion emblematic of it's time and an honestly terrible opinion, it's a good way to describe [i]Haneda Girl[/i]'s narrative. Our protagonist is Chichi Wakaba, a young girl and also the very best player of the fictional version of Haneda Girl. The game's creator, Professor Nakamura, invites her into the world of the game in order to defend the Digital Empire from the evil Hackernauts. In between sections you get a short dialouge scene between the professor and Chichi with some light dialouge about their mission, the Digital Empire and Digital Kingdom, and of course Chichi's substitute teacher who swamps the class with plenty of homework. Again, playing [i]Narita Boy[/i] would probably give more signifigance to some of the dialouge, but as it stands it mostly serves as filler to give some light comic relief and background to your mission as a break in between sections. And trust me you will appreciate these breaks.
[h3]"This game is awesome! I can't wait to be done"[/h3]
This is a sentiment I felt quite often through my playthrough and it took me a while to nail down exactly what it was, but it's quite important to the experience: [b]If you try to optimize routes and chase high scores, [i]this game is exhausting[/i]![/b]
Seriously, no game has ever taken [b]this[/b] much of a toll on me. The visual effects are also a bit much, especially the white flash of the death screen(which you will be seeing a LOT while score chasing). Thankfully the flash is avoidable if you just [b]hold the restart button in between dying and the screen popping up[/b], but even then there's still a lot going on on the screen. That in combination with the extremely demanding gameplay at high levels wore me out and gave me a headache on several occasions, and that's coming from someone who's invested thousands of hours of her time into [i]Warframe[/i], a.k.a. "Steve Sinclair's Floridian Fireworks Simulator". It's not bad to play a game in short bursts, especially an arcadey one like this, but it is a very important thing to note if you're not the type to do that.
[h3]Gripes[/h3]
The wall latching is very sticky which contributes a lot to the mechanical skill required for speedrunning. Often times I found myself sliding down a wall ready to blow through another corridor and then getting taken out of my flow state because I'm stuck to it and have to jump off of it. The superdash hitbox is also surprisingly narrow.
Explosives have large hitboxes and take time to go off, often I was tripped up by a barrel exploding after you killed something that fell and exploded on top of it if you don't account for the arming times.
Sometimes it doesn't feel like your fault when you die, which is usually a major issue. But because you respawn and die so often it doesn't feel as bad and you have plenty of time to identity what happened and how to prevent it. Regardless, the line between your fault and the game's fault is quite thin.
This game is poorly optimised. On my end it consumed a staggering amount of memory and a friend had unplayable fps issues. I also lost many runs to getting stuck in a wall.
The achievement for completing the tutorial in under 2 minutes is bugged
The settings menu is quite bare
[h3]Conclusion[/h3]
While not a perfect game by any means, [i]Haneda Girl[/i] it does what it sets out to and does it well. Blistering yet methodical, it's something you can clock hundreds of hours into. I highly reccomend.
👍 : 0 |
😃 : 0