Battle Ax Review (Switch eShop)

Veteran pixel artist Genk Nieborg’s old-fashioned throwback, Battle axTrying to duplicate the classic top-down hack and slash action of classic arcades, etc. Gauntlet, Knights of the Round And Golden ax.. This is certainly its most obvious inspirational look and feel, as Nieborg himself does the graphic work and the legendary composer Manami Matsumae (Rockman, Final Fight, Shovel Knight) provides the soundtrack. Can be nailed. However, in addition to the lack of content and mode, tired gameplay that doesn’t confuse things in a fun and amazing way with fairly short execution times leaves this feeling like a pretty boring endeavor.

In Battleaxe, the player chooses one of three warriors, Rooney, Faye, and Iolo, and, solo or with the local cooperation of two players, goes out to the entire land of Mercia and is robbed of the innocent local. Rescue people. The sneaky wizard Eteldread and her hordes of evil minions. Divided into four short levels, this game uses three unique fighting abilities of the selected fighter to explode enemies with weapon attacks, ranged projectiles and special movements.

Looney can use cannon balls for close combat and ranged damage, for example, to pull away a powerful charge dash that can wipe out multiple enemies at once. Faye wields twin blades, throws deadly daggers from a distance, and can zipper around the arena at high speed. Meanwhile, our favorite trio, Iolo, teleports, fires a powerful blue energy ball and becomes intimate with him … also his beard due to a terrible hairy melee attack.

On paper, there certainly seems to be a lot of variety in the move sets you have at your disposal, but to be honest, the momentary actions aren’t really that diverse. I’ve noticed that regardless of the warrior’s choice, he relies almost entirely on ranged attacks to shatter the goblins, oaks, and skeletons that get in the way. I didn’t realize that tactics had to be confused so often, both with the hard mode set by default when the game first launched and with a simple difficulty setting. This is primarily a way for the enemy to take on strategic challenges beyond the occasional mass stack.

Indeed, most of the time here, the threat posed by the enemy consists of almost everything unknowingly rushing in your general direction-Mandragoles, some flying bugs, and Except for the bad guys tied up in a few towers to confront to use ranged attacks-as a result, the battle ax combat rhythm feels seriously one note. It’s definitely solid enough with the little things it chose to do, the weapons are satisfying, it looks and sounds great, but it’s never out of the comfort zone, so it’s especially interesting and exciting. There is none. Of course, it can be argued that it remains true to the golden oldies that inspired it, but this is a greater injection of some more modern prosperity or creativity to enhance its behavior. I feel it is necessary.What are you doing here at the moment the game starts exactly What you are doing by the end of it, and that’s a shame.

As you parade through the levels, you’ll expect pick-ups-everyone loves a nice chicken dinner to replenish your health-but this aspect is just a health potion, a pretty useless bomb, and a magic scroll that blows you up. Feels a little undercooked, the surrounding area with fire to finish off the available items. You can also collect jewels and coins and shop at the merchant between stages. This mechanic becomes much more interesting when deciding whether to buy permanent health upgrades, additional shields, and even bombs and healing items to move on to the next stage. range.

Weighing the pros and cons of choosing a health item, upgrade, or weapon seems to be the most interesting aspect of the game, especially in hard mode where you need to complete the entire run without automatic health refills between rounds. It feels like, but again, it doesn’t reach its full potential because it’s all done before it feels like it’s actually started. There isn’t enough level here to feel like you’re properly opposed.

Yes, unfortunately, Battle Ax is a short experience, and in fact it’s surprisingly short. For the fairly expensive price tags included here, we first faced the final boss battle after about 40 minutes of play (easy mode), and after passing the four levels offered here. Was really pretty surprised several times, if any, guaranteeing many return trips is not really a big deal. Yes, there’s an NG + mode, mirror-level layout, some nasty surprises popping out of the chest, etc. that get in the way of the bad guys making the business-end beard of Iolo’s bushy beard, but not gameplay From this point of view, it’s enough to stop the whole thing from being a little boring and disappointing.

Even if you switch to hard mode, if you play several levels several times to figure out where and when your enemies will appear, there isn’t much difference in the challenges you actually face. Beyond the boss of the game, throw a handful of minions at you in a desperate attempt to raise the ante. Speaking of bosses, the end-of-stage showdown only spams ranged attacks and keeps them out of the way of repetitive, readable projectiles, and doesn’t write much about either. I had little trouble overcoming these encounters until I switched things to NG +. In NG +, the game is hard to choose to simply spawn a nasty number of swamp standard enemies with a brute force and fairly slap dash effort to do more.

On the positive side, as already mentioned, the Battleaxe action is at least great looking and comfortable to use, and with Nieborg’s best pixel skills, in a violent way that will satisfy all enemies hitting and hitting. Exploding and giving the character a truly amazing sense of weight and profoundness through the highly detailed animations provided by veteran artists.

So it’s a shame that gameplay couldn’t be offered anymore in terms of surprises and thrills. The levels here are very overwhelming and feel like pedestrians, with a handful of simple short corridors and boxed arenas, no set-piece moments, and no mounts to ride the Golden Ax. Also, you won’t come across secrets, treasures, or hidden roads. There are some simple achievements to unlock for completionists and offline leaderboards to conquer, but besides this and its NG + mode, I haven’t really looked around a lot of content.

There were also some inexperienced frame rate issues with this switch port. Most notably in one indoor section of the game, there was considerable wobbling in some cases. Given the old-fashioned nature of the graphics and gameplay here, it surprised us.

Overall, Battle Ax is a very nice looking game. Sure, it has a great soundtrack, and its hack and slash action is certainly not the worst I’ve ever encountered, but it’s all too monotonous. It plays things so safely and ends up too early, which makes it a pretty difficult game to recommend, especially because of its fairly premium price tags.


Battle Ax is a great homage to last year’s classic hack and slash arcade effort, dragged down by fairly dull and repetitive action. It looks at that part, sounds it, and nails the aesthetics and mood it’s aiming for perfectly, but then it’s about level design, enemy AI, and strategies and surprises during a short campaign that gives you. Drop the ball by providing a sense of, once it’s done, there’s little reason to go back once it’s dusted. With some twists and turns and some levels, this might have been well worth the playthrough, but for now it’s pretty unforgettable.

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