In combat, dropping enemies sometimes do clip them through a wall as well as drop-kicking from the air sometimes stuns the main character mid-air. There are quite a number of bugs when it comes to how the main character navigates throughout the levels, such as sliding down after standing on a ledge, gliding from one ledge to another while running, being unable to climb up certain terrains, or even skipped climbing ledge animation. Tip: You don’t need to press Down > Up + Jump to perform a high jump, Just Up + Jump would do the same trick. This also adds to the confusion that some goal arrow indicators do inconsistently point out the right direction as well as dangerous traps and deadly pits. Certain sections do appear disproportionately wide between ledges. The level design in Okinawa Rush is lushly pixelated green forests, buildings, and dark caverns for players to sink their teeth in. Despite the fluid animations of attacks, including weapon strikes, it would be better off if each weapon had its own special moves and throws to retain its durability instead of focusing only on light attacks. I was at first puzzled as to why I cannot perform it as shown in the video.Īlthough decorating the training dojo will boost your character’s stats, I don’t see the noticeable benefits while in combat. Additionally, there are some missing moves in the game currently shown on the main menu video, including MeiLin’s chain punch and Shin’s double punch.
Additionally, each of the selected characters’ attacking movements flows similarly without any distinct flavour to make each of them stand out. While playing as different playable characters have their own cutscenes, dialogue voice acting, opening, and ending the type of boss fights still remains the same. In terms of the UI design, Okinawa Rush retains the retro feel of the old arcade game selection, but I am not a fan of the character selection that is only available to be selected at the end of a dojo training session, rather than at the start mission selection. Furthermore, some moves such as uppercut or fireball, sometimes lag or fail to work when input using the analog stick as well as directional buttons. While this method feels cheap, entertaining, and effective it eliminates the need to block multiple directions and experiment with different moves in the game – it is also applicable to bosses. My reaction response to this is to just block attacks via spam pressing forward like wave dash that blocks and attacks at the same time performing headbutt (forward + forward + attack) that also slams enemies to the wall. While there is a wide range of enemies – from ninjas, demons, fishes, plants, and worms – they all similarly approach you in packs, clipping into one another and rushing to strike you via close range or projectiles. In the dojo, by blocking upwards, straight, downwards, and using moves like uppercuts or fireballs – You might think the enemies will attack you in different ways, but that is not the case.
Fortunately, this can be turned off in the options menu by turning off the CRD option. Firing this up puts my eyes in the strain as I am not used to the scanlines on the game screen. Okinawa Rush comes off as an arcade-style beat ’em up with the main character having multiple karate move sets to fend off multiple foes. In a way, it feels like a love letter to an old 1984 NES game called Kung Fu Master combined with the design of Metal Slug. Looking at the trailers of Okinawa Rush, a fast-paced sidescrolling retro pixel art style brawler with karate/kung fu elements. Developed By: Sokaikan ltd Published By: No Gravity Games Platforms: PC, PlayStation 4, Xbox, Nintendo Switch Reviewed On: PlayStation 4