
Way of the Passive Fist is a unique and colorful arcade brawler. Parry, Dodge and Dash to outwit and outlast your enemies on a desolate planet ruled by raiders, mutants and fanatical sun worshipers. It's a new kind of tactical fighting in the licensed arcade brawler for the 90s cartoon you wish existed.
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Languages: English*, French, Italian, German, Spanish - Spain, Portuguese - Brazil*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
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Reviews
Way of the Passive Fist - це буквально Секіро в 2D. Гравцю потрібно вивчати атаки противників, вчасно ухилятися та парирувати. А коли ворог втомиться - нанести один-єдиний удар. Також можна накопичувати комбо із блоків і наносити супер-удари, які здатні нокаутувати навіть найжирніших мутантів. Чим довше комбо - тим потужніша атака буде доступна. Спритні воїни одним рухом зможуть виносити цілий екран ворогів! Household Games добряче постаралися над різноманіттям противників, хоча під фінал все ж не втримались і таки засипали гравця безкінечними хвилями м'яса. На щастя, розробникам вистачило розуму додати ще й велику кількість опцій, завдяки яким можна налаштувати гру як тільки душа забажає. Тут редагується практично все: кількість чекпойнтів, чисельність ворогів, довжина вікна для успішного парирування тощо. Тому Way of the Passive Fist можна рекомендувати буквально кожному. Це чудова розвага на пару вечорів!
[h1] Cвоеобразный мордобой, который завязан на парировании, уклонениях и атаках [/h1] Может на других режимах было бы более динамично и сложно, но в начале был нарочито выбран режим путешественника. Так что даже было как-то однообразно. Враги в основном нападают максимум двое, но наносит удары кто-то один. Кучей в такой игре вряд ли будут нападать, что с реальностью не очень вяжется. Только с финальным громилой пришлось попотеть в плане уворотов от атак. Но с жизнями здесь всё щадяще поначалу. Дальше возможно сложность будет зашкаливать. Есть тут внешне похожие враги, которые намеренно меняют стиль боя. Это когда ожидаешь одно, но начинаешь пропускать удары из-за непривычки. Все враги разделяются по рангам, но в целом довольно одинаковые. То есть при каждом последующем уровне будут выходить уже клоны бойцов посложнее. И эта вся одинковость уже конечно порядком набила оскомину в таких аркадах. Некоторые конечно пытаются вроде Streets od Rage и хотя бы немного меняют одежду вроде бы одинаковых бойцов ради хоть какого-то разнообразия. Смысл второстепенных врагов замедлить на пути к финальному поединку. А там уж всё зависит от практики на внимательность и умение жать нужные кнопки в нужный момент. В целом любопытно, но не более. Также тут будут трудности у игроков без знания английского. Русского перевода не хватает и текста здесь тоже достаточно. Игра 2018-го года и с тех пор уже как-то без каких-либо намёков на русский перевод, но поживём - увидим. А пока лучше не тратить время и деньги на это в русскоязычном сегменте. Но порадовало то, что на диске игра занимает какие-то жалкие 100 мб. Удивительно сегодня в полноценных играх видеть такие маленькие размеры у игр. Это похвально, что некоторые разработчики могут оптимизировать размеры. Другое дело, что на картинке это не очень хорошо сказывается. Красот особых здесь нет.
picked it up as a [b]one finger death punch[/b]-like, not many of those, and while I ain't got rhythm (shoutout to phineas & ferb), I got relatively far there. excellent 90s presentation all around, graphics, cutscenes, music, but you can move around in this one, adds another layer of things to pay attention to I didn't need. decent settings (including screen shake and flashing, not including 'sandstorms' and other screen noise), rebindable controls and customizable difficulty, except easy mode is far from it. even with the lowest number of enemies doing the least amount of damage, it can get overwhelming fast. boss fights are the bane of my existence and they ruin the whole thing here as well. you need enemies to build combos because only special attacks can hurt a boss, but it also means the screen is full of fluff to deal with and maneuver around, on top of the boss, who's constantly throwing ♥♥♥♥ at you. and that is only the end of chapter 1 of 10. no thank you. the 13 eur price tag is also crazy, you can buy both ofdp for that. I did give a thumbs down to ofdp2 on release but they patched things up since, and even in that thumbs down state it was a lot more fun than this.
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DO NOT FALL FOR THIS SCAM. SAVE YOURSELF THE BS WE HAD TO GO THROUGH. Genuinely evil game. The core mechanics are SO SOLID, but it drops the ball in execution so bad. The boss battles are so bad, it's so hard to tell whether a move can be parried, dodged, or it's something you just gotta avoid. Some enemies are just pure evil, especially when you are met with one that combos you to death and the last checkpoint was two levels ago. The clutter on the screen can be overwhelming too, you have 4 of the same enemy on all sides of you and you can't tell which one's attacking you cause you don't have 4 eyeballs. Even worse when it's a similar but different enemy type, they'll launch an attack with the exact same sound effect as the other type but it hits you differently. This game almost made me end up in a padded cell. It's not healthy for the mind. Literally ragebait the game. I've never felt so angry after finishing a game. No sense of relief or accomplishment. Just left me fuming. IMPORTANT EDIT: This game doesn't deserve a positive rating, if you actually check the reviews, the positive ones are usually from people who only played the game for about 30 minutes, and the negative reviews come from people who put a lot more time into the game/actually finished it.
Quando jogo Way of the Passive Fist, sinto como se estivesse praticando um estranho balé de resistência . Não avanço esmagando botões; avanço observando. O jogo me força a decifrar o ritmo dos inimigos, como se cada bandido tivesse uma pequena sinfonia de golpes que cabe a mim memorizar. Minha função não é machucar — é aguentar, desviar, aparar, respirar no meio da tempestade até que eles próprios se esgotem. E quando minha barra de especial finalmente cintila, uso aquele golpe único que desmonta o inimigo como se eu tivesse puxado o prego certo de uma estrutura cansada. É um beat’em up que caminha na contramão, abraçando o paradoxo: vencer sem atacar, dominar reagindo. Uma filosofia estranha, mas deliciosa, como um artesanato de paciência em forma de jogo.
I am a huge fan of the 2D beatem up genre. I really enjoy games like [url=https://store.steampowered.com/app/314150/Double_Dragon_Trilogy/]Double Dragon Trilogy[/url], [url=https://store.steampowered.com/app/985890/Streets_of_Rage_4/]Streets of Rage 4[/url], [url=https://store.steampowered.com/app/1659600/Teenage_Mutant_Ninja_Turtles_The_Cowabunga_Collection/]Teenage Mutant Ninja Turtles IV: Turtles in Time[/url], and [url=https://store.steampowered.com/app/1891090/Final_Vendetta/]Final Vendetta[/url]. I rather hate [url=https://store.steampowered.com/app/625680/Way_of_the_Passive_Fist/]Way of the Passive Fist[/url] and would argue it has poor game design. [url=https://store.steampowered.com/app/625680/Way_of_the_Passive_Fist/]Way of the Passive Fist[/url] is not an original concept. There have already been 2D beatem ups with parry mechanics such as [url=https://store.steampowered.com/app/2086370/Super_Double_Dragon/]Super Double Dragon[/url] originally released in 1992 for the Super Nintendo. In [url=https://store.steampowered.com/app/625680/Way_of_the_Passive_Fist/]Way of the Passive Fist[/url] your only option is to parry while in [url=https://store.steampowered.com/app/2086370/Super_Double_Dragon/]Super Double Dragon[/url] you still have standard attacks, and thus [url=https://store.steampowered.com/app/2086370/Super_Double_Dragon/]Super Double Dragon[/url] feels more complex and expressive because the parry is just one tool in your tool belt rather than your entire tool belt. [url=https://store.steampowered.com/app/625680/Way_of_the_Passive_Fist/]Way of the Passive Fist[/url] is all about learning parry timings of it's enemies. However, you don't need a parry mechanic in order to have enemies with specific timings in a 2D beatem up. Just look at the "Breaker" enemy in [url=https://store.steampowered.com/app/418620/The_TakeOver/]The Takeover[/url]. The "Breaker" enemy in [url=https://store.steampowered.com/app/418620/The_TakeOver/]The Takeover[/url] will block your attacks, but if you briefly pause the "Breaker" will lower his guard and give you an opening to start attacking, and once you land a hit on him you can land a combo before he will start guarding again. The [url=https://store.steampowered.com/app/625680/Way_of_the_Passive_Fist/]Way of the Passive Fist[/url] is kinda like you are playing [url=https://store.steampowered.com/app/418620/The_TakeOver/]The Takeover[/url] if [url=https://store.steampowered.com/app/418620/The_TakeOver/]The Takeover[/url] only had "Breaker" enemy types, enemies only attacked you one at a time, and you could only get one hit in before the enemy started to block again. It just isn't fun. [url=https://store.steampowered.com/app/625680/Way_of_the_Passive_Fist/]Way of the Passive Fist[/url]'s backgrounds lack detail and variety. Backgrounds are mostly static images that paralax scroll. The very few things that are animated, such as flags/banners, are done so at very low framerates that they stick out like a sore thumb more than anything. The sound design is attrocious. Enemies will use the same attack over and over with the same exact audio queue every single time. So you will constantly hear the same sound effect ~4-6 times over and over throughout the entire game. This was done intentionally so you can use the audio queues to time your parries, and yes it does help you time your parries, but just because it helps you time your parries doesn't make it any less annoying to hear. If [url=https://store.steampowered.com/app/625680/Way_of_the_Passive_Fist/]Way of the Passive Fist[/url] wanted to keep it's parry-only combat, then it would have been a better game if it was designed as a rythm game where actions line up with the music similar to [url=https://store.steampowered.com/app/1817230/HiFi_RUSH/]Hi-Fi RUSH[/url], but [url=https://store.steampowered.com/app/625680/Way_of_the_Passive_Fist/]Way of the Passive Fist[/url] needs much, much better background music. The background music is generic and boring, and you will notice the looping. [url=https://store.steampowered.com/app/625680/Way_of_the_Passive_Fist/]Way of the Passive Fist[/url] is the definition of repetitive. It makes you fight the same enemies over and over again. Fighting the same enemies over and over is fine in normal 2D beatem ups because normal 2D beatem ups are about routing/positioning, efficiency, and target-prioritization, but [url=https://store.steampowered.com/app/625680/Way_of_the_Passive_Fist/]Way of the Passive Fist[/url] is not designed like a normal 2D beatem up. Enemies in [url=https://store.steampowered.com/app/625680/Way_of_the_Passive_Fist/]Way of the Passive Fist[/url] intentionally only attack you one at a time. So, there is no reason to make the player fight the same enemies over and over. If it was going to keep it's one-on-one parry-only combat, [url=https://store.steampowered.com/app/625680/Way_of_the_Passive_Fist/]Way of the Passive Fist[/url] would be better if it was just a boss rush game where you only fight every unique enemy type one time. That is what other games with significant parry mechanics do. For example, [url=https://store.steampowered.com/app/814380/Sekiro_Shadows_Die_Twice__GOTY_Edition/]Sekiro: Shadows Die Twice[/url] is a much better game because it has a bunch of unique enemy types with multiple attack patterns; it doesn't make you fight the same enemies one at a time over and over again. I feel like the designer/developer of [url=https://store.steampowered.com/app/625680/Way_of_the_Passive_Fist/]Way of the Passive Fist[/url] came up with the concept of an entirely parry based 2D beatem up and went about making the game, but never asked the question, "How do I make it fun?" [url=https://store.steampowered.com/app/625680/Way_of_the_Passive_Fist/]Way of the Passive Fist[/url] just isn't fun, uniquely challenging, or worth playing. I personally wouldn't even put this game in the "2D Beatem up" genre, but if I had to, then it would be the worst 2D beatem up I have ever played from a game design perspective.
Way of the Passive Fist é um beat'em up focado em parrys, onde as únicas formas de derrotar os adversários são cansando eles ou usando as suas habilidades especiais que são recarregadas ao realizar parrys. Seus visuais pixel art são bem feitinhos, a trilha cumpre sua função. A dinâmica de combate é divertida, o timing padrão de parra é generoso... até pra alguém como eu o desafio de ritmo não foi desgastante, existem alguns inimigos e chefes que são mais irritantes de lidar, mas nada que atrapalhe a experiência como um todo. Ele se encaixa naqueles jogos que são um passatempo divertido pra uma tarde de boas.
good stuff 5/5
I am 32 years old. My ex-wife and I have a daughter together, and we adopted our son together. Both are now 4 years old. When we were going through our separation, I felt lost and unhappy. I was self-destructive. One day, I was so angry with everything spiraling out of control that I punched a concrete wall in a moment of overwhelming emotion. This resulted in breaking my fifth metacarpal in my right hand—the hand I worked with, played games with, and used to carry my children to bed—the hand I desperately needed to ensure I could continue providing. Upon learning the severity of the self-inflicted damage, I became almost suicidal. Keep in mind that just a few months before this, I was the happiest man, with no history of depression or anxiety. I had never experienced anger outbursts, nor was I the type to break down and cry, but I was in a tough situation that truly prevented me from seeing the light on the other side. With nothing better to do, I looked for a game I could play WITH ONE HAND while recovering. Somehow, I stumbled upon this game and read some of the comments. I decided it was worth a try... I must admit I didn't beat the game, nor did I play as much as some of you. In fact, I may have played this game for only a day or two. That being said, after doing so, I had a new joy and hope for life. I managed to leave behind the pain and suffering that had been thrust upon me. I could experience the joy and happiness of other people. I relaxed for 5 ♥♥♥♥ minutes listening to this music, long enough to realize that I would be okay. After realizing this, I turned off the game and went back to work. My hand hurt a lot, but I was motivated. I stopped feeling so sorry for myself and became the father I needed to be at that moment, not the weak boy I was behaving like. Today, I am close friends with the mother of my children. We don't fight, argue, or say hurtful things to each other. We are parents and friends. Now I have 3 children. My third child is, wait, ALSO 4 YEARS OLD. The woman I am with was going through a very similar situation at the time of my separation, and we just unexpectedly stumbled into each other's lives. We have been dating for a year and are very happy together. Moral of the story: you never know what life has in store for you, and if I had given up when all odds were against me, I wouldn't be where I am today. This silly little game helped me realize that. Thank you.
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