Aside from these, Vengeful Guardian: Moonrider would fit right in with a fair amount of SNES games (complete with chunky sprites), albeit with a high amount of detail. A couple of levels have killer pseudo-3D bike sections that look fantastic. Things are rarely aggravating and different levels have varying verticality and well-placed use of backgrounds and assets. Levels have very imaginative layouts with a strong sense of place. The level design is quite impressive in general. I preferred to use the ones that granted a double jump and increased the range of the default sword slash, though, as those were very useful to me. There’s one that puts a question mark onscreen whenever another chip is nearby. You’ll find these scattered in the game’s first seven levels and they vary in usefulness. Moonrider can also equip two chips that alter its abilities. It’s kind of broken and can quickly tear pretty much anything apart as long as you aim and time it correctly. The default ability served me well, but there’s also a portal attack that summons a tentacle that does repeated strike damage that I kept equipped as soon as I acquired it. I didn’t actually use most of the abilities granted by defeating bosses much. They represent a pretty massive difficulty spike, which I think was pretty odd, but it’s certainly not the first or last time we’ll see a final boss that’s considerably tougher than the rest of the game. I would have gotten another one if I hadn’t farmed for lives before jumping into the last level, which was a good choice as the final boss took me about seven tries. The game uses a lives system, so you have to restart each stage from the beginning if you run out. Not that the game’s a cakewalk, mind you, as it can be somewhat challenging in spots. I’m absolutely not any sort of “games need to be challenging to be fun” kind of player, but the ease with which I made it through Vengeful Guardian: Moonrider underwhelmed me. Strangely, the aforementioned mini-boss fight was harder than almost every boss battle, including the boss in its own level. If you’re expecting Mega Man-style boss challenges, you will not find that here. Aside from one miniboss and the final fight, I was able to beat each and every miniboss or boss just by face-tanking them. Vengeful Guardian didn’t punish me for this. I usually like to attempt to brute force sections in games to get a feel for how careful I need to be. All in all, the game takes about two hours to get through if you just play each level once. Completing those will see you taking on a couple more levels. After completing the opening stage, you have a choice of six others. You’re some kind of ninja android on a quest to stop some other ninja androids from following the whims of a council of baddies. Vengeful Guardian: Moonrider opens with the titular character breaking out of a lab where it was designed. But the rigidity of some of the movement and surprising lack of challenge coupled with a short running time don’t do it many favors. It looks great, the controls are mostly solid, and the level design is impressive and memorable. That is to say, the game really does its own thing. The game is more like Mega Man if it played like Shinobi with improved mobility and a completely different level design focus. After playing the whole game, I realized that this impression was mostly wrong. Sometimes it may be worth the risk, however, since the dash attack is worth four times the amount of damage than a basic attack.Back when I played the Vengeful Guardian: Moonrider demo, it was pretty clear to me that the game was aiming to be some sort of throwback to Sega’s classic Shinobi. A more risky attack, by comparison, is the dash attack, which can force players into the heat of battle or simply help with traversal. If it is timed correctly with a projectile, the attack can swipe the projectiles away and the Moonrider goes unharmed. The simple sword swipe that the Moonrider can perform is the most basic attack, but it can come in handy. This is something that can only be learned as the game is played, but shouldn't come as a surprise to any fans of platformers. Knowing how to dash, for example, is just as important as the initial positioning. While this game certainly has plenty of combat, it also requires a lot of strategy. Each of these moves has its uses depending on the scenario. There is a dash attack, a simple swipe, and a dropkick. There are three basic attacks that will quickly become essential to anyone trying to make it through Vengeful Guardian: Moonrider.
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