
Magenta Horizon is a fast-paced 2D action platformer with challenging spectacle fighter inspired combat. Playing as a Reaper of the twisted purgatorial afterlife, push your skills to the limit to destroy the hordes of demons and epic bosses to reach your destination.
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About
From solo developer Maddison Baek, Magenta Horizon is a fast-paced 2D action platformer, with gameplay inspired by spectacle fighters, and a world designed to look and feel like a living prog-rock album cover. Test your skill with it's vast, stylistic, expressive combat options!
Act 1 out of all three acts is freely available as a demo.
The save file is transferable to the main game.
Combat Freedom: Begin with a fully unlocked melee system. Learn at your own pace as you master expressive, stylistic combos and unique playstyles.
Perfect Positioning: Juggle and pogo enemies, while utilizing environmental hazards for efficient crowd control and maximum lethality.
Risky Maneuvers: This game encourages an aggressive approach. Keep moving, weaving in ranged skills and healing bombs to mitigate damage taken.
Spectacle Fighter: Earn style points and aim for the prestigious Triple S rank by slaying enemies swiftly and creatively.
Difficulty Options: Choose from 5 escalating difficulties transforming stage layouts and enemy compositions to push yourself to the limit.
Personalized Playstyle: Experiment with the flexible Necklace system to further cater to differing combat preferences.
Dangerous Denizens: A volatile and diverse roster of horrific enemies and bosses ensures fresh and challenging gameplay throughout.
Exploration: Features large, intricate, surrealist arenas with fluid movement tools for traversing challenging terrain.
Soundtrack: A highly varied OST blending prog-rock/metal with jazz, disco, and orchestral influences to compliment the intense action and surrealist environments.

You play as Gretel, a reaper in this twisted purgatory, exiled for 200 years. After being freed from her sarcophagus by a wandering soul named Archibald - Gretel seeks purpose in her afterlife - guiding Archibald back to the sanctuary she was long ago exiled from. This journey will be along a perilous path, fraught with all manner of grotesque demons starving for souls.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Korean, Portuguese - Brazil, Russian, German, Spanish - Latin America*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Вернитесь к жизни после двух веков безмолвия в Небытии, чтобы вновь взяться за утраченное ремесло Жнеца. Собирайте блуждающие Души мертвых, оберегайте их от хищных теней Чистилища и доставляйте в сохранности в ГнездоСвятилище - обетованное пристанище, которому предназначено стать их истинным Раем, последним прибежищем после долгого и тяжкого пути. [list][b]Понравилось:[/b] [*]+ Наличие достижений [*]+ Поддержка геймпада [*]+ Локализация на несколько языков, в том числе и на русский [*]+ Коллекционные карточки [*]+ Приятный визуал [*]+ Несколько режимов игры [*]+ Разнообразие противников [*]+ Сражения с Боссами [*]+ Юмор [*]+ Приятный саундтрек [*]+ Огромный список комбо-ударов, доступный с самого начала игры [*]+ Секреты [*]+ Подробный бестиарий [*]+ Наличие глобальной таблицы рекордов игроков [b]Не понравилось:[/b] [*]- Клавиша ESC при просмотре умений/снаряжения, открывает меню паузы, вместо возврата к игре [*]- Наличие проблемного “отклика” между действиями и нажатиями клавиш во время сражений [*]- Проблема с фиксированными ракурсами камеры в ряде уровней и локаций [*]- Баг магазина Архибальда, при котором товар и описание начинают мерцать https://steamcommunity.com/sharedfiles/filedetails/?id=3611663682 [*]- Контрольные точки уровней не сохраняют игровой прогресс игрока, при выходе из игры [*]- Запутанные лабиринты уровней [*]- “Одноразовость” системы контрольных точек [*]- Дисбаланс сложности [*]- Окончание акта выкидывает игрока в главное меню с надписью “Продолжение следует”, вместо запуска следующей главы истории [*]- Критика пользовательских обзоров в X-аккаунте разработчика [*]- Проблемный дизайн уровней и локаций [*]- В случае использования удара с отскоком (вниз + быстрый удар) - персонаж начинает падать быстрее [*]- Баг срабатывания “второго” прыжка при использовании “двойного” прыжка. Часто не срабатывает при движении, использовании прыжка, или после загрузки после смерти на шипах/ловушках [*]- Отсутствие кадров неуязвимости при появлении на экране после смерти на шипах/ловушках во время сражения [*]- Невозможность “сбить” атаку противника, во время атаки игрока [*]- Отсутствие кадров неуязвимости при получении урона, что в больших толпах противников может привести к бесчисленным ударам и смерти героя [*]- Звуковой баг уровня 6-2 (ГнездоСвятилище), при котором воспроизводится звуки атаки противника, отсутствующего на экране игрока https://steamcommunity.com/sharedfiles/filedetails/?id=3612617662 [*]- Отсутствие карты местности/текущей локации [*]- Возможность “перепрыгнуть” Бур на уровне 9-1, что позволяет избежать части с паркуром и “побегом” от противника [*]- Сломанная камера уровня 10-2, после сражения с Боссом “Собрание Кошмаров”, при котором камера не следит за моделью игрока для продолжения прохождения уровня https://steamcommunity.com/sharedfiles/filedetails/?id=3612617661 [*]- Касание ловушки/шипов полностью сбрасывает все решение головоломок, а также перемещает игрока из точки получения урона в начало головоломки или к ближайшей контрольной точке [*]- Обилие паркур секций с необходимостью быстрого и точного нанесения ударов и прыжков [*]- Маленькие временные рамки срабатывания ключей врат для решения головоломок [*]- Оружие Света в ГнездоСвятилище, не наносит урон по Демонам[/list] [b]Вывод:[/b] “[b]Magenta Horizon: Neverending Harvest[/b]” - сольный инди-проект [b]Maddison Baek[/b], в котором суровая красота Чистилища переплетается с историей о самозваных богах и девушке-жнеце, возвращающейся к своему ремеслу после двух столетий забвения. Сюжет игры знакомит нас с Гретель - Жнецом, странствующей по мрачным просторам Чистилища в поисках недавно усопших душ, чтобы перенести их в Гнездосвятилище. Таков ее труд, ровный и неизменный, пока одна провинность перед местным Богом не приводит к заточению: Гретель запечатывают в своеобразный “саркофаг”, и она выпадает из течения мира почти на два столетия. Лишь случайная, заблудшая душа нарушает вековую печать и освобождает ее из темницы. Вернувшись к жизни, Гретель вновь поднимает свое орудие и отправляется исполнять забытые за годы обязанности - защищать души умерших и доставлять их в столицу Гнездосвятилища. Но путь ее не будет тихим: впереди ждут искажения Чистилища, сущности, чья природа сродни кошмарам, и испытания, что способны поставить под сомнение саму суть ее ремесла. Рядом с Архибальдом, ее новым спутником, Гретель придется преодолеть немало опасностей, прежде чем вновь обрести свое место в мире мертвых. Геймплей строится вокруг непрерывного истребления разнообразных противников - от беспокойных Демонов до самозванных Богов, - с помощью десятков комбо ударов верной косы, смертоносных устройств Архибальда и древних оберегов, что порой встречаются в самых странных уголках Чистилища. В отличие от множества других игр, где герой шаг за шагом открывает новые умения, “[b]Magenta Horizon: Neverending Harvest[/b]” выкладывает весь арсенал приемов сразу, с первых минут. Это придает битвам бурную динамику: бои вспыхивают мгновенно, сменяются вихрем ударов и рассыпаются на пеструю дробь анимаций. Но надеяться на “идеальный слэшер” не стоит. Игра ощутимо страдает от запаздывающего отклика на команды, а движения Гретель порой напоминают поведение деревянной куклы, которую тянут за нити. Как только Вы начали комбо или даже простой удар, изменить траекторию движения уже невозможно - даже если в следующую секунду противник начинает свою атаку. Заблокировать удар? Прервать вражескую анимацию контратакой? Увы, подобные привычные спасительные маневры здесь попросту отсутствуют. Более того, игра игнорирует саму идею защитных фреймов после получения урона: все атаки противников накрывают героя одна за другой, давая лишь иллюзию контроля. Так что финальные уровни с десятками быстрых и агрессивных врагов превращаются в настоящую карусель “Убей первым или умри, летая по локации как мячик для волейбола”. Тем не менее, полная безнадежность - лишь видимость. [b]Maddison Baek[/b] переносит фреймы неуязвимости на момент собственных атак Гретель. В результате при правильном ритме и темпе ударов Жнец становится почти неуязвимой, способной ворваться в гущу противников и буквально смести их с арены, не получив ни царапины. Правда, этот принцип работает не всегда: некоторые шустрые враги и дальнобойные атаки легко выбивают игрока из ритма, заставляя раз за разом “погибать” в сражениях. Отдельного упоминания заслуживает и то, как персонаж реагирует на команды. Или точнее - как часто не реагирует. Гретель нередко наносит удар в сторону, противоположную расположению врага, что особенно раздражает в напряженные моменты. Отпрыгивает в отскоке с ударом - назад, натыкаясь на шипы и погибая. А еще она склонна “зависать” в воздухе во время атак, превращая битвы с летающими противниками в мучительную, бессмысленную трату здоровья и нервов. Помимо бесконечных сражений, игроку предстоит вдумчивое исследование мира - попытка выбраться из очередной локации, отыскать заблудшие Души Мертвых и собрать редкие обереги, спрятанные в самых неожиданных уголках Чистилища. Игра считает себя псевдо-метроидванией, манит сетью запутанных тоннелей, тупиков и развилок, однако лишает игрока карты - даже самой условной. Нельзя увидеть, куда Вы уже заходили, какие пути остались неисследованными, где притаился выход. Особенно остро это ощущается в третьем акте, где заблудиться - не просто риск, а почти неизбежность. [h1]↓ ↓ ↓ Продолжение в комментариях ↓ ↓ ↓[/h1]
Hello, I'm Aria Kawa and on today's episode about French Cuisine, we'll talk about the golden rule: [b]less is more[/b]. Magenta Horizon is a dish cooked by a chef that knew the recipe, but then went out of his way to quadruple the amount of seasonings so in less than a spoonful your tongue is numb and you're unable to realize it's actually a great game. For action veterans and those familiar with Devil May Cry, Ninja Gaiden 2, Bayonetta and Hollow Knight the gameplay initially shares many similar beats in its combat system with movement, combos, air juggling and zoning. However, difficulty spikes very early and soon enough whatever experience you have with those and other action titles won't be enough to prepare you to what the core gameplay truly is --- dealing with a STAGGERING, insane amount of enemies. I have got platinum trophies for exactly 3 games in my whole life; Bayonetta, Vanquish and Devil May Cry 3, and yet, Magenta Horizon got me to yell expletives out of the top of my lungs in only a matter of hours because I wasn't sure of what the hell was going on. Let me be clear, this is not a 2D action game, a more accurate description would be a [b]2D HORDE SLAYING[/b] game that attempts to take way, WAY too many elements from other successful titles to a mixed degree of success and neither the steam page or its trailer aptly portray it this way. Here's one thing: Good action titles usually share gameplay elements either in an introductory or late game manner that are conductive in their designs (not to be confounded with handholding) so even players that aren't that good will end up finishing the game eventually no matter how much they struggle because they are properly taught --- this is not the case with Magenta Horizon. The first two stages bombard you with tutorial boxes that undersell its core combat and skill ceiling, then proceeds to tell you to go read a barebones combo list with 9 pages. A couple stages later, the game is already throwing a ridiculous amount of enemies that are constantly jumping around with slam attacks, shooting off screen with fast speed bullets that have INFINITE RANGE AND TRACKING, plus giant creatures with huge stagger bars that you can't juggle. Many who'll play this game will be perplexed or pissed off for a good reason. One thing can be said when Nine Sols, a game with a final boss MUCH harder than the one you face in Magenta Horizon had 25% of its playerbase beat Eigong, while, well... only 2.7% played Magenta until its end even on the easiest difficulty. To make a point, the moment the gameplay clicked for me wasn't while I was playing it: only after I got frustrated and watched a video of the developer reaching SSS rank on stages that I said [b]"oh, so you are meant to play THIS way!"[/b] After that? I had a grand time playing the game on wraith mode! Gretel is capable of using a plethora of skills that will combo with each other to create diverse effects (which the game didn't bothered to properly introduce or contextualize). For example, explosive spikes can be set on ground then wrapped with spider web to unleash an AOE explosion, boomerang propellers can be transformed into spinning wheels that will hover on place damaging and juggling enemies --- oh boy this is great, I'm having so much FUN and, and --- and and... Yeah. Well, here comes some major issues... combat never stops being overwhelming even after you "get it" and start to have some degree of fun. It feels immensely gratifying to explode tons of enemies at once, but more than often the overdesigned elements kept rearing their ugly heads to spoil it. Encounter design is all over the place. Many battle arenas feel like the dev shoved his hand on an unasorted bag just to throw fistfuls of random enemies at your face again again again again and AGAIN, and they are bouncing everywhere, attacks with hitboxes larger than my mom (this is not a compliment btw), stages are way too long, you can face up to five battle arenas without a single checkpoint --- [b]HOREY SHEEEEEET[/b] there's simply way too much BS happening all at once! The healing system is atrocious and composed of four stages: first you have to fill a grenade bar, then you throw a healing grenade at enemies, then you have about 3 seconds to attack them, then they'll shoot out balls that will fly in your direction and if you are hit at low health before absorbing those you'll be dead. In order to make those fly faster you'll need to equip a necklace with this specific power. I need to thank God there isn't a fifth healing stage that forces you to play space invaders to shoot or slap the healing balls. The controls for melee combat are quite smooth and responsive, but unfortunately this game commits a cardinal sin: The lamest moments on any sort of action, rpg, adventure or whatever, are the times when you can't use your skills and you need to keep an eye on cooldowns. Unfortunately, the developer forgot to mention one title that greatly inspired him --- why, I'm talking about Final Fantasy XIV, of course! The MMORPG that plays as a bar management/cooldown simulator. Most games only got one or two special attacks bars, but Magenta got EIGHT skill bars that are filled individually like you are dealing with 8 types of ammo, not to mention said skills aren't baked in your combos and need to be toggled individually, including two that function as block/parry. More than often I felt increasingly annoyed for having to take off my eyes from the action to look at a bunch of bars crowded on the corner of the screen to check what I could and could not use and what skill set was active, something that I never experienced in Ninja Gaiden or Bayonetta and that doesn't fit a frantic-paced game like this one. Guys, please hear me out, we are not watching the Home and Health channel, my name is not Gordon Ramsay and THIS IS NOT AN EPISODE OF BAR RESCUE SO I SHOULDN'T BE EXPLAINING SOMETHING THIS OBVIOUS!!! So, to wrap up the review: This is a game created by a guy who is by himself a one man army when it comes to the artistic department (Vanillaware, please hire this man) with a soundtrack BANGING with many great tracks to listen and get your blood pumping. Dare I say, if you are willing to have patience, learn the combat and look beyond its many flaws, this might become one of your top ten favorite games. After playing Magenta Horizon to its end on wraith mode, I give it a score of 7.9 But do I recommend it for most people? No. Are you a Metroidvania enjoyer? What the hell are you doing here man, this ain't for you. Are you a zoomer? Go back to Roblox. Are you the average action game player? You will find it mid and infuriating. are U a TR000 HArDcoar gAMer willing to crush your nuts to be part of the 2.7% that finished it??? Then buy Magenta Horizon - Neverending Harvest IMMEDIATELY and enjoy the testicular torsion.
Wonderful art style, combat, bosses, ost and even an interesting and relatable main character. Loved it from the first to the last moment and you can't skip this one if you like hack n slashes and big but fair challenges.
TLDR: In 6 hours, Magenta Horizon annoyed me till I refused to continue. I have no better word for this experience than disdain. Not even my stubbornness and dislike of leaving a game unfinished when I am fully capable of completing it could keep me going through what I can only call one of the worst platformers I have ever attempted. Yes, I'm sure ill find more in the future - there certainly is a lot of bad games out there and with AI its just getting worse - not everyone can be Da Vinci... I'm sure Hellfire Railway poured a lot of effort into this, and I apologize that this may be harsh - but we don't always get an A for effort. DETAILS: There's 5 difficulty settings - denoting your ability to play "platform and action" games. I started on Normal through about 25% of the game, and then moved to easy when I realized I wasn't having fun. I had intended to just force myself to finish the game, but at around the 70% mark, I had enough. There is simply not enough payoff to fight with the garbage controls - and this developers attempt to add more precision and timed elements to their level design made me nope out of brute forcing it. It was bad enough when the level design was simpler. I saw someone else's review stating "Maybe I'm just not hardcore enough" and for a moment, I thought I might agree... and after some serious reflection, I settled on the fact that - Not every game is worth the time. I love platformers, and might even go as far to say it might be my favorite genre, heck, I grew up on Mario and Crash Bandicoot. So many people like to compare everything to Hollow Knight, just like Dark Souls... and while HK (and Silksong) are INCREDIBLE, my love of platformers doesn't stop there. Ori, 20XX|30XX, Cuphead, Deaths Door, Elypse, Gris, Inmost, Inside & Limbo, Little Nightmares, Shovel Knight, Sundered... I would recommend ANY of these games - Responsive, rewarding, challenging, beautiful - a full experience to delight the senses... but our time is precious, finite. Its hard to respect a game that doesn't respect my time. But I digress. Let me clarify, this game attempts to be some strange mix of fighting game and platformer, and while I am not specifically versed in fighting games, I believe this fails miserably at that goal. It cant be overstated just how important tight controls are to a platformer... This game does NOT have them. The controls are overengineered yet janky - The tutorial tips put emphasis on how important they are and fire tons of 'combos' at you in rapid succession. This is a button mashing game with heavily inconsistent rulesets. The attacks are weird and floaty, especially anything ariel. I can see what they were going for - but its just not done well. Even in HK there is knockback when hitting something with your nail - but the big difference is the intentional feel. While it is hard to explain, the feel of your attacks, knockback, etc... matters tremendously. This game just doesn't have it. Its not tight enough. There are awkward pauses and a lack of fluidity - and at times the character is stuck in animation spam unable to even turn around when the enemy moves behind her. What I expect was intended as a 'mechanic' just feels janky instead. What I mean by Heavily inconsistent ruleset is sometimes you'll take damage from hazards - sometimes you'll clip through enemies, sometimes things will work as 'intended'... and sometimes they wont. ¯\_(ツ)_/¯ Sometimes the camera follows the protagonist, and sometimes it just lazily drifts somewhere else while trying to move around leaving you to blindly fall into hazards. And the farther you get in the game, the jankier it seems to become! I know there is a story, but before even a few levels into the game, I was already so bored, my eyeballs fell from my head and rolled somewhere under my desk, and now I cannot find them. Its just so... incredibly... dull. There's no hook. The dialog falls flat quickly. The gameplay loop doesn't feel good or rewarding, in my opinion, its simply annoying. Level design is overall lousy with no indicator as to where you are supposed to go, or what you are meant to do (unless it was in the boring dialog). The gameplay loop is as follows: Level starts, run around with no direction in a labyrinth like sidescroller, fight your way through every room as it locks you in and forces you to fight multiple waves of enemies (sometimes over spikes!), find 3 keys, go to next level. Repeat. Seems to be more intended toward those players who want to play to perfection through level repetition, attaining the highest score possible through memorization and mastery or speed running. people rave about the art of this game, but I just don't think its that cool. Sure, its colourful and strange - but Its just abstract monster art - feeling akin to the stuff I have seen colored in crayon by my (albeit talented) child nieces. On top of that, every level is basically the same stuff over and over with little to no variation - so the "Oh this is neat" wears off within the 1st couple levels. So with all that being said - what is there left to carry this game? The art is just... Ok. The story isn't there. The gameplay is boring. The controls are enough to make anyone toss their controller in the trash compactor... Nice try though I guess, I'm sure there is a lot to be learned from this, as failure is a far superior teacher than success. Pick yourself up and try again. Or don't, I'm not your mother.
There are a lot of things I want to say about this game. Gameplay is addictive, if you master controls, you will become unstoppable killing machine. Tons of different equippable charms and “grenades” add wide variety to playstyle. You recover health by throwing healing bombs at enemies to make them temporarily susceptible to siphoning health from them, it’s a great mechanic that also adds depth to the game, you can miss the throw and heal nothing or mark all of the enemies and bask in an endless stream of green orbs. Preferable way of playing is by using gamepad, but I played it with mouse and keyboard and it didn’t feel particularly bad, but it definitely restricted overall potential of what I could’ve done in game. Enemy design in all senses of this word is excellent. Their appearance greatly complement the way they act in combat, making every enemy distinct. Everyone has different amount of health, stamina, “healing time”, attack pattern, some of them posses unique abilities, making every encounter unique, requiring quick thinking to deal with them in the most efficient way. Character design is memorable and charming. It adds a lot to their personality. Voice acting is great too. I can’t say much about it without spoiling anything, but they enrich story of this game, making me feel things while engaging with it. This game is very hard, but it’s what really makes it so enjoyable for me. While playing some of the levels I was thinking “I wish it was over already”, but when defeating hard bosses, I felt exhilarated. And when I defeated the last one and realised that “this is it”, I found myself craving more. Movement challenges are also very satisfying to complete. Last one was perfectly difficult, every failure only fuelled the desire to beat it. It was infuriating at times, but never to the point of me wanting to drop this game. I don't want to even think about some of the levels (the longer ones), but other levels are so well designed that I'm still thinking about how good it was. I felt reluctant about trying higher difficulties than wraith at first, but now i'm eager. But the most favorite part for me is music. I really really like soundtrack to this game, it was the reason why I decided to play it in the first place. Every track is objectively solid piece of music, I can listen to whole soundtrack without skipping any songs. This game feels like it was created to be the perfect game for developer themself to play, and if that the case, then I respect this game even more. To sum it up, I enjoyed it and I will play more.
Very cool game, it throws tons of enemies at you and has a insane ammount of enemy types which is balanced by your insane movement abilities and AoE ranged weapons, I enjoyed it a lot
Magenta Horizon is a superb action game that deserves to be mentioned in the same breath as Ninja Gaiden and Devil May Cry, but more than that, it's the type of game that reminds me why I love the art form. It's a singular, cohesive experience across the board that is genuinely staggering to behold as it maintains a near pitch perfect quality bar the whole way through. I want to stress that, even though Magenta Horizon is an amazing action game, it has more to offer than just combat. The art and music are ever changing with every level, the level design itself constantly shifts so that each area keeps exploration engaging. Most shockingly of all, the story is pretty good. Every character has their own writing voice, making them stand out regardless of how slim their time on screen may be. Magenta Horizon is a proper adventure in addition to being a thrilling action game. The various cutscenes have more unique artworks and CGs than entire visual novels, and given how full bodied of a campaign Magenta Horizon has, that is astounding. It's also surprisingly funny at times too with a somewhat sly sense of humor that'll catch you off guard. I laughed more playing this than I have at self-professed 'comedy' games. While the combat is good enough that Magenta Horizon didn't need to excel in any other category, it still does, elevating the entire experience. You never get the impression any part of the game is wasting your time. It's all high effort (and skillfully crafted). There are a fair few reviews that bring up the difficulty, and while MH is certainly challenging, I think the game does a good job easing you into the mechanics, then putting you to the test with some difficult walls that ensure you come out the other side better at the game and with a stronger understanding of its mechanics. Not to mention there are also several difficulty settings to choose from, so if you genuinely get stuck, there's no shame in lowering the difficulty to learn the ins-and-outs of the game with a bit less pressure. Again, it's an adventure worth experiencing even if you don't want to master the mechanics, not that the normal difficulty forces that per se since I'm definitely far from great at the game and still rolled credits. But the action is good enough that even when I got stuck, I was still having a great time. The core of the combat is enemy and encounter designer. While the player's toolkit is an important part of the combat, your attack strings are fairly easy to remember, not overly complicated or anything like that, which is a real boon when you need to react to vicious enemies under pressure. Since you aren't constantly learning new moves (you start with all base combat abilities), the way Magenta Horizon ups-the-ante and keeps things engaging is by introducing new enemy types. Almost every single level introduces not one, but two new enemy types that fundamentally alter the combat sandbox. Combat arenas are so finely tuned that even granular spacing changes dramatically shift how you engage with the encounter. And, the sheer amount of enemies that get packed into combat turns it into a bonafide monster mash where you genuinely wonder how you can take it, before pulling off daring maneuvers that shift the tide of battle. Death can come quick if you choke under pressure, but the healing system is functionally limitless, if you can land enough hits to charge up a health bomb. I have never played another game where you ride the knife's edge between victory and defeat so often so many times PER ENCOUNTER. The kind of comebacks you can wrest from the jaws of defeat are genuinely electrifying every single time. Crucially, it makes combat remarkably engaging and fun even when you are getting bad grades since the basic combat encounters are well designed and interesting in their own right. One of my other favorite aspects of the combat is how the air becomes a second battlefield where your aerial superiority is constantly contested. Enemies on the ground have attacks to knock you out of the air, enemies in the air are aggressive, and you have a suite of tools to keep yourself airborne battling through it all. It's a unique experience executed about as well as you could hope for, and adds that extra dimension and depth to your on the fly decision making. It almost goes without saying, but the basic gamefeel is excellent as well. Magenta Horizon is somewhat like Hollow Knight in how it instantly just feels good and intuitive to control, a necessity for weaving through hordes of enemies and their attacks. Maybe the simplest and most succinct way I can praise the combat, however, is to say that even when I got bodied and had to redo combat encounters, I still enjoyed them. They were still valuable as practice, and fun to replay because of how dynamic and swift the combat sandbox is. Defeat counted against my end of level grades, but certainly not my enjoyment. There was always a new strategy I could deploy, or an easy mistake I made that I could recognize as it happened. And, again, if you find yourself getting frustrated, you can always lower the difficulty to have a bash at the monster mash. This review is admittedly something of a fawning effort post, but believe or not, I don't think I've even scratched the surface of how much there is to praise about this game. It is genuinely one of the best action games I have ever played (unquestionably the most complete and cohesive), and a stark reminder of why I love games to begin with. You owe it to yourself to play this. The price tag of $11 (USD) is borderline criminal too. There's a demo as well, so I genuinely urge you to give Magenta Horizon a shot since I have somehow dramatically undersold its merits. I absolutely adore this game, and, hopefully, you will too.
Buy it over Ninja Gaiden 4
(This is my personal opinion, observations, experience, and feelings about the game in the time I have played it. There is no promise that you will feel the same, stuff like this is always going to be subjective and the point of this review is to help you decide if this is a game for you) So let me make this clear I play plenty of games like this, I play Devil May Cry, I play Bayonetta, I play Ninja Gaiden, and I play plenty of 2D platformers with similar gameplay. I'm experienced, not amazing, but experienced with games like this. Out of all of those action games out there I feel like this is the hardest I have ever played, however not because it's a well-crafted challenge but because there is always something small that will do damage and snowball into death. While these things often have logic, obviously a spinning tire will hurt if it runs you over, obviously a helicopter blade will hurt you if you touch it, but that doesn't mean you should make that a thing in your game. I like the game, it's fun, it has a but of commitment to your actions while still being very free-flowing for such a static moveset. The moveset even expands with ranged attacks that can be combined for big new effects which is always cool. It even has a help window for bosses if you die repeated helping to make the fights a bit less overwhelming without giving you a pity system like other games. The art style is neat, the story is so far I find interesting, there are a few direct references to other games. I recommend the game for people who can stomach a game that can suddenly start feeling dramatically unfair or punishing out of nowhere. For more casual people while there is a difficulty for those wanting a smooth ride but I personally don't know how much that will effect the overall combat experience given how many surprise hits the enemies tend to get by just being on the screen. For those who just want bullet points with all my likes and dislikes The Good -Art style -Combat is smooth and provides a challenge -Story is compelling -Decent amount of missions -Detailed and in-depth bosses -Hint system for when you might be stuck -Honest difficulty -Characters are varied and interesting The Bad -Random unexpected or inconsistent hitboxes on enemies -Occasional clunky feel to the combat -Attacks sometimes missing when it feels like they shouldn't -Levels are repetitive with the same goal of collecting the "keys" -Sometimes hints don't actually help -Difficulty spikes are severe and consistent
This one's probably on me for not being hardcore enough, but even as someone who loves Hollow Knight, Silksong, and DMC, and beat every boss those games had to offer, I just hard a hard time getting into this game. The movement and how it interacted with your attacks (air momentum in particular) just didn't feel great, and I spent a lot more time getting combod by big enemy groups with brutal chains of hitstun than I spent comboing them. Magenta Horizon does look very impressive, with a striking and horrifically imaginative art style. I couldn't get my controllers working with it and had to play via mouse and keyboard (which is fine since I do that for Hollow Knight) but with those controls I couldn't find a way to close tutorial prompts (esc, tab, enter, space, none worked) so since I had to restart the level after viewing them, I couldn't read the tutorials. Hopefully I'm not the only one who found the experience quite punishing; it does seem like less than a third of the game's players ended up beating the first boss. To be clear, my personal and technical difficulties shouldn't reflect on the game's overall quality. I don't think that Magenta Horizon is a bad game at all - if you're the target audience, this is probably a modern indie masterpiece, like Rain World. I'm just not that target audience though, so I wouldn't personally recommend it. Sorry.
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