![]() Early bosses like the Smasher begin with rudimentary physical attacks, but boss fights evolve throughout with neat mechanics such as laser blasts dropping from the sky. The roster of mid-level and end chapter bosses is quite impressive, each with their own personality and attack patterns. A particular standout is a chakram attached to a bungee cord of sorts that allows Shadow to slash the weapon towards enemies. On top of the basic and special attacks available to Shadow, each save point during a chapter makes a unique weapon available. Special attacks like the ability to throw ninja stars, a downward attack akin to Shovel Knight, and a phase shifting rapid attack all quickly become second nature as the environment provides fertile ground to learn each and every one. ![]() The utilization of this mechanic is then worked into the preceding chapters, culminating in a final few levels that challenge the player’s mastery of each skill. Most of the chapters each end with a unique boss, and the reward for victory is the unlocking of a new power or mechanic. Sticking to a two-button philosophy could have limited the gameplay of Cyber Shadow, but each of the ten chapters manages to feel unique in its own way. Modern consoles rarely have a D-Pad that measures anywhere close to its 80s counterpart and this is a blessing as playing with the stick just doesn’t do Cyber Shadow justice. In the same way that Astro’s Playroom illustrates how incredibly innovative the PlayStation 5 controller can feel, Cyber Shadow proves that the D-Pad quality of the same controller is equally strong. It didn’t take long for memories of Saturday mornings as a young boy to start flooding back. Cyber Shadow succeeds in emulating this feeling. 3 and the Mega Man series set the benchmarks for attributes such as run speed, jump height, and just the overall feeling of movement. Perhaps the most important aspect of a title developed in the spirit of the NES is getting the movement just right.
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