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POSTED
22/2/14

STRIDER
Capcom
      


I spy
something beginning with ‘S’...
This is Strider.
Those with a spot of classic arcade appreciation will recognise the
name. Well, they should. Late ’80s, side-scrolly, dystopian future,
ninjatastic, slashy-slashy plasma sword...
The core of that
classic remains in this similarly titled – well, identically titled
- Strider. You’re still ninjatastic ninja person Hiryu, and
you still have a slashy-slashy plasma sword, which you still wield –
lots. You glide into Kazakh City tasked with taking out big cheese
bossy-type Grandmaster Meio – who is, despite the name, not a cat.
As with any such task, you’ll need to take out a vast array of
henchmen who probably aren’t paid enough to block your process. Then
again, the Strider man’s having them for dinner tonight, and corpses
don’t need bucks. Any spouses or close family members may disagree
though.
So anyway, your trip towards Meio will involve
numerous minions, assorted environments, regular mini-boss assaults
and an increasingly funktastic array of enhanced weaponry and
abilities. This isn’t to say that basic swordiness isn’t fun, but as
somebody might say to somebody who’s never encountered zero, you
ain’t seen nothing yet.
Where Strider most differs
from, erm, Strider is that rather than being linear like
the first, here you can faff about backtracking and exploring. If
you want to complete the thing completely, you’ll need to do more
than blitzing through. That latter bit isn’t necessarily
super-demanding on normal level, although some boss patterns may
cause frustration – but not as much as the ham-fisted re-spawn
points.
Add unlockable challenges to change things up a wee
bit, some very nice graphics indeed, collectible symbols that unlock
art and stuff and some painfully naff-but-fun talky bits and this
particular Strider should entertain arcadephiles long
enough to prove investment-worthy.
“Come into my parlour,”
said the Strider to the fly...
 
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