Back in the arcades, Pang (or Buster Bros) was one of the more interesting shooters out there that did things its own way and layered puzzling sensibilities into the mix. Firing only vertically the challenge was to shoot enemies, often breaking them up into smaller ones, and knocking them all out through a combination of skill and some very useful periodic power-ups. Knights & Guns was absolutely conceived in this mold while bringing some of its own style to the table, with a well-defined art style, an overworld where you’ll choose where to go and that opens the door to side quests, and a variety of stage types that will keep you on your toes. Even though some of the innovations are appreciated, and help K&G stand out from the pack, there are still some problems that hold it back. First and foremost would be the lack of tight precision in movement, and perhaps that your character is on the chonky side. Getting hit unintentionally due to either of those factors is in itself annoying but then given the precision associated with this style of shooter it further frustrates matters. While I appreciate the idea of changing things up the scaling changing from level to level, with the action either being zoomed in or out and some levels having quite a bit of verticality, in practice it makes the experience feel uneven and conceptually all over the place. I don’t doubt it will find an audience with some shooter fans, but within this sub-genre there are definitely better options already out there in the eShop.
Justin Nation, Score: