Combining Metroidvania concepts with some twin-stick shooting, The Knight Witch swings big… and gets on base
This is a tough review for me because in principle it has so much going for it. A game that mixes the exploration of Metroidvanias with my favorite twin-stick shooting fundamentals?!? Where do I sign up? To boot, the game is absolutely gorgeous. So what’s the issue? I’d say it’s more of a series of odd choices and resultant bumps in the road that hardly make it unplayable by any means but do knock it down below its potential. My first real beef, and this is as someone who loves shooters and craziness, is the game’s early boss fight, which took me quite some time to survive. You’re simply very ill-equipped in understanding the fundamentals of the game at that point, and having enemies moving around all about you and shooting at you is a lot to try to dodge and process all at once. Sure, you’ve got some powerful attacks, but that leads to another of my problems and that’s how your special attacks work more on a rotational basis in terms of their button assignment, rather than being consistent or fixed in any way. Hell, I would have even been happy if just the nature of the type of the attack per button were consistent but that isn’t how it felt at all. This made my eyes stray away from the action too often to see what I had mapped where to be sure I wouldn’t end up triggering something completely useless to me. Mix that with just a little sluggishness in your movement control responsiveness and everything is there for this to be a hit, it just doesn’t have the oomph to get over the hump from good to great for me.
Justin Nation, Score: