The major problem is that it's hard to make Neon Abyss sound fresh, new, or vital because, well, it isn't. Using said crystals also influences a semi-hidden 'faith' system, where you have the choice of which 'path' you want to follow: but we should probably leave some secrets for you to discover. These grenades and other consumables such as hearts and shields can be found all over, but more permanent, powerful items can be grabbed from treasure rooms and shops: these are accessed with keys and crystals, the latter a more common resource. You've also got grenades, which can break through certain walls, blow open troublesome chests or simply take a chunk out of a boss's health. It all feels very smooth and polished, and the gunplay – assigned to the right stick as in, you guessed it, Gungeon – is accurate and intuitive.Īnother similarity with that other game we'll definitely stop mentioning now is that its variation comes in the form of the numerous different items, weapons and buffs you can acquire. Getting around is easy with the D-Pad and left stick, as is the jump button on ZL. Rooms are threaded together randomly, as you'd expect, and you can teleport between cleared rooms in exactly the same manner as Enter the Gungeon. Captured on Nintendo Switch (Handheld/Undocked) It's so straightforward that we were a little surprised to see some rare slowdown when the screen got especially busy. It's all very functional, but the result is that the contents of a room are rarely going to surprise you. It's colourful and well-drawn, but there's not much in the way of environmental 'pizzaz' or standout gimmicks: there are platforms, bouncy platforms, disappearing platforms and different types of doors. You begin each game dropped into the titular Neon Abyss, which takes the form of a somewhat nondescript dungeon.
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