
The Way of the Pixelated Fist is a parkour and martial arts inspired free-roaming cinematic platformer. While it blends together the gameplay concepts of The Prince of Persia and Karateka, they are presented with refined controls and other modern innovations to give the game an intuitive and fluid feel.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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
[h1]A David Lynch’s fragmented nightmare full of Kung-Fu poetry, constructed via the sampling of past retro-masterworks. Mixing [i][b]Prince of Persia[/b][/i] with [i][b]Mirror’s Edge[/b][/i], a Sega’s Master System color palette with NES tight controls, [i][b]Another World[/b][/i]’s influences with [i][b]Yie Ar Kung-Fu[/b][/i], a Radiohead inspired soundtrack with Bruce Lee’s awesomeness. A raised in the 80s kid’s warm dream that confirms Larry Stover as one of the most distinctive creators in the indie scene since Nicklas Nygren alias [i][b]“Nifflas”[/b][/i][/h1] If [i]The Way of the Pixelated Fist[/i] would have been published in the early 90s, it would have become one of my favorite games as a child. With its wise combination of frames extracted from 80’s hallucinatory martial arts movies, mixed with all the elements that made me love videogames. Its creator Larry Stover works with the same philosophy as a DJ, using a sampler structure to create remixes of old beloved classics with a contemporary approach. The game takes a clear inspiration from influential cinematic plattformers like [i]Prince of Persia[/i] or [i]Another World[/i], but while you are doing almost impossible jumps through the city skyline, you can feel this same sense of awesomeness of being playing [i]Mirror’s Edge[/i]. Its color palette resembles past Sega’s Master System games, but the minimalist approach taken in its graphic design is used to create a relaxed mood that evokes Nifflas classics such as [i]Knytt[/i]. Its combat parts are a homage to Jordan Mechner’s first creation, [i]Karateka[/i], that was the precursor to [i]Prince of Persia[/i], but its tight and accurate controls are more close to Konami’s [i]Yie Ar Kung-Fu[/i]. There is jumping parts that requires the same millimetric precision as the original [i]Prince of Persia[/i], but its controls are so responsive as modern indie plattformers. There is automatic checkpoints in every new screen visited, but to save the game you need to access the menu, like in the old PC titles. Its graphic style suggest old 8 bits titles, but its soundtrack has a modern drum’n’bass tempo with a floating line of melancholic keyboards that looks at Thom Yorke’s solo works You can feel this contrast and amalgam of influences also in its animations. The combats are inspired in classic Kung-Fu movies, so you can expect a lot of frames of animation, with every enemy infused with life and transmitting a constant sense of movement. But its jumping parts looks directly to contemporary deviations of the martial arts film genre, such as Ang Lee’s [i]Crouching Tiger, Hidden Dragon[/i] or Zhang Yimou’s [i]House of Flying Daggers[/i]. So these animations are intentionally static, with the main character floating suspended in the air. But the most distinctive part of [i]The Way of the Pixelated Fist[/i] is its original reinterpretation of the cinematic term applied to videogames. Instead of drawing all the screen, [i]The Way of the Pixelated Fist[/i] opts for showing its world from a camera angle perspective. Like if every shot was filmed by an invisible fixed camera, an then mutilated in the editing room by a schizophrenic and highly experimental filmmaker. This aesthetic approach submerges the game in a distant halo of unreality. And seeing other past games from Larry Stover like [i]Samurai Jazz[/i], seems as a characteristic trait that surrounds an immense part of his works. This fragmented visual approach creates one of the most controversial gameplay features in [i]The Way of the Pixelated Fist[/i]. Because all the city’s main map is connected in an illusory loop. And the mutilated film frames only serve to increase the confusion and disorientation in the player. Resulting in an experience similar to watch some of the most experimental movies by David Lynch, in the vein of [i]Mulholland Drive[/i] or [i]Inland Empire[/i]. With the concepts of time and space being heavily distorted. Personally, in a game that lasts for 4 hours, I don’t dislike the idea of being an entire hour completely lost. There is something hypnotic in describing constant circles through the city while you are doing gravity defying jumps in this Larry Stover’s hallucination. And I really appreciate that he has dared to make a game with this level of personality, which is so far from all of its contemporaries. Luckily, the 6 levels that we can access through the main map are single screen based and they use a lineal construction. Every set of chambers completely changes the focus of the gameplay. One set is based in the original [i]Prince of Persia[/i], using the same color palette and the same ground spike traps. Another set has a modern stealth approach, with robotic eyes that will shoot laser rays if they are able to detect us. And in its level structure, Larry Stover shows a lot of talent as a game designer. With a perfect difficulty curve not based in the frustration. I feel so fascinated with [i]The Way of the Pixelated Fist[/i], that I can’t wait to discover the rest of the games created by Larry Stover. One of these rare artists that is able to sculpt unique and distinctive universes surrounding his games. And with a certain sense of coherence between his different works. Thanks to his postmodernist approach to the martial arts genre, taking influences from the Nouvelle Vague, from Tarantino’s reconstruction of classic genres or from the characteristic contemplative gaze found in Jim Jarmusch’s films. [i]( The writer of this review is not an English native. So you should expect occasional grammar errors. I apologize in advance. )[/i]
Не часто встретишь игру про паркур на просторах стима. А чтобы ещё и годная, ещё реже видишь. И этот был бы неплохим пиксельным 2D-платформером, с элементами паркура, если-бы не картинка. Паркурить интересно, прыгаете по крышам, карнизам, трубам и т.д. Ещё в кулачных стычках участвовать успеваете. Но всё портит обрезание картинки. Вам показывают часть участка куда нужно забраться, или где нужно вступить в схватку в строго вырезанных кусочках (прямоугольнике или квадрате), а вокруг экран полностью чёрный. А это очень сбивает с толку и играть становится невыносимо. Ведь уровень не прямолинеен, а блуждать в потёмках, не имея представления о полном построение всего уровня, ещё то удовольствие. В общем, противоречивый проект с неплохим геймплеем, но неудобным визуальным стилем и непримечательным саундтреком. Скорее нет, чем да.
Played for 3 minutes, encountered a gamebreaking bug, restarted, played for 3 minutes, bugged out again. Don't buy this pls!
There is potential here, and the developer clearly had a vision for the game. Unfortunately, "cinematics" and "platformer" don't seem to be a good couple. Half the time you can't see where you're going or what you're jumping to next. There is incredibly limited UI and half the time you're wondering what button does what or if a ledge is even grab-able. Trust me, it sucks when you think you've jumped in the right place, only to fall to the city streets below. Plus, your character seems to get stuck... all... the... time. In just a 10 minute play through, I probably got stuck 4 times. Generally, to escape this invisible prison, you have to fall to your death. Thankfully, the game is relatively fast paced and checkpoints are frequent so you don't have to restart all the way at the beginning. https://www.youtube.com/watch?v=oQZcHGYVBTM In closing, I want to recommend this game because I feel like the lone wolf who built this game actually put time and effort thinking it would pay off in the end. Even then, the incredibly modest 1.49 supports that point. Unfortunately, this isn't very fun and I can't objectively recommend it. However, it wouldn't be a bad idea to support the dev anyway... who knows, he may decide to make a platformer without blackboxing that covers 80% of the screen.
[strike] This game has potential but I can't recommend it until all of the obvious bugs are fixed. The player frequently gets stuck on walls and stuff, then you have to restart the stage (back button on 360 controller). This happened to me a dozen times in the 5 minutes that I played. I quit after I jumped and flew into the sky.[/strike] FIXED and I'm loving it. Combat is decent. Reminds me of Kung Fu on the NES, but without jumping. It's fun to wail on people and I've even gotten my ass handed to me once so far. The parkour platforming is fun and controls well. It's kind of like the original Prince of Persia but more fluid. Some of the obstacles feel like Super Meat Boy in that I died many many times before getting the rhythm down. The sound effects and music are appropriate and enjoyable.
Short but sweet ninja platformer with a retro vibe. It's not great, and it's not bad, but it is a buck so yeah it's worth the dollar for a couple hours of fun. :-)
Fun little game. Most of the negative reviews were based on a earlier, bugged version of the game. The previous problems have since been hammered out. If you're a fan of 8-bit style beat-em up games mixed with a dash of platformer (a really unique type of platformer that is almost parkour like), you'll enjoy Way of the Pixelated Fist.
[h1]Описание:[/h1] Платформер, в котором мы будем играть за паркурщика-задиру. Будем прыгать по крышам, трубам и бить в мордасы врагов. Управление стандартное для платформеров. Саундтрек зацикленный и уже через минут 10 от него начинает тошнить. Сами уровни сделаны прикольно - нам показывается только отрезок где нужно прыгать и это может быть как совсем маленькое окошко, так и уровень на весь экран. Карты в игре нет и заблудиться проще простого, что я и сделал. Блуждая туда сюда по 10 кругу - плюнул и забил... Задумка неплохая и про паркур не так много игр, но исполнение оставляет желать лучшего. Добавьте карту и я заменю палец в другую сторону! [h1]Оценка: 5/10[/h1] [h1]Послесловие:[/h1] Если вам понравился этот обзор добро пожаловать в группу http://steamcommunity.com/groups/uojer - тут вы сможете увидеть рекомендованные мною игры, другие обзоры, а также просто пообщаться в хорошей компании
3.5/10. WARNING: Never buy a Blaze Epic game. I have played all 7 and they are all ripoffs of each other, showing no creativity, and just recycling enemies, gameplay, mechanics, and graphics. This one is just a blatant ripoff of Jump/Boxer. The terrible lack of air you get when jumping, the inability to wall jump. The use of 3d mechanics in a 2d world that is terribly done. The platforming and controls are some of the worst you will ever see in a platform game. The poor combat of “jump boxer” and “samurai jazz”. Please just don’t support his lazy game design.
I payed $0.50 on Indie Gala. If they removed the fighting, and made a attempt at pointing you in a direction, I'd say worth $5. + Good controls + Good animations, except for running which looks really crappy - Story is non-existent - Terribly confusing and repetitive level design -- All the fighting in this game did was slow down everything. Parkour through a few screens, stop, mash buttons for 2 minutes, repeat. Runs great on my Linux box via Wine.
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