Grapple Force Rena

Grapple Force Rena

released on Dec 04, 2018

Grapple Force Rena

released on Dec 04, 2018

Swing, climb, grab, and throw in this action platformer where you can grapple anywhere! Using Rena's magic bracelets, hook onto any surface to swing wherever you like, or grab your foes to send them hurtling into each other!


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A game that does everything it can with its singular concept. Grapple, throw. It does everything, then it ends before it can run out of ideas. Just plain fun.

I fucking love genesis music and grapple hooks and shounen-ass protagonists

idk if it's just me but da controls feel like a nightmare and da physics aren't fun
i liked da idea they were going for but i really didn't find myself enjoying dis game, also i really don't like da dialogue in dis game it's kinda blegh sorry

Surprisingly really fun, solid 16-bit throwback, fun characters fun world, some questions (as far as I can tell) go unanswered and I wish there was a way to get more precise aim without needing a third hand but it still controls well enough.

All in all this game is absolutely a recommend from me if you're curious about it. There are games that do each of its elements better individually but in terms of combining them all this one pulls it off really well!

snooze fest! put me to sleepy sleep!

Spiderman meets Mischief Makers, and it's really fucking good! It wears its Treasure inspiration on its sleeve and I couldn't be happier, genuinely a really feel-good charming game that gave me goosebumps the same way a good sonic or kirby experience would. There's a very fun, simple pleasure to swinging and wall-jumping around carelessly while platforming, and beating up mooks by chucking them ceaselessly into each other. No complicated side-mechanics either - platforming and combat are seamless with each other, and things are kept fresh through the things surround that, like the stage gimmicks. Rena's a great protagonist - it'd be easy to knock her for only knowing how to repeat 'im the hero' ad-hominem, but it works relative to the setting and supporting cast - everyone around her is constantly held back by worries and doubts, but she keeps scraping along, fixated on her one and only goal. Extreme neurodivergent icon. Kinda wish this game went a bit harder with the writing honestly? There's some kind of grander plot revolving around gods and pre-meditation that doesn't feel like it's fully-explained.

One thing Grapple Force doesn't inherit from Treasure's backlog, though, is the boss fight design. Instead of Treasure's pummel-fests, most battles are Nintendo-esque affairs where you use a conditional item to attack them while they're vulnerable. They're still cooler and more interesting than average, but I wouldn't be lying if I said they were pacebreakers.

The game also runs kinda shitty. I'm not the best frame of reference for this since my computer runs most games like ass, but this game isn't doing anything visually straining to justify how oddly it runs. I know it was made on one of those stinky-ass HTML game engines, so I'm gonna assume it's a CPU and object culling issue, rather than graphics. Stages get HUGE past the first world, and populated by a lot of enemies, and I wouldn't be surprised if the game just doesn't do anything to optimize around that. So for a lot of stages, the game can run at half framerate, and there are a lot of damn sections where you'll make amateur mistakes and jumps because of framerate-induced lag.

So yeah, this is kino, anyone looking for another Treasure-core fix should start here. It's another game from the Ukraine itch bundle, so, no excuses