Hagane: The Final Conflict

released on Dec 18, 1994

Hagane: The Final Conflict is a 1994 action-platform video game developed by CAProduction and published by Red Entertainment and Hudson for the Super Nintendo Entertainment System. The player takes on the role of a ninja cyborg named Hagane on his path to take revenge on an opposing ninja faction. The game combines traditional Japanese ninja and samurai aesthetics with a futuristic setting. The player has a wide variety of weapons, moves, and attacks at their disposal to defeat enemies and progress through the game. Hagane released to positive reception, and was compared favorably to classic side-scrolling action games. Reviewers praised the controls, art design, and challenge but criticized the quality of the graphics and sound.


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Hagane is a side-scrolling action game developed by CAProductions, who probably most notably also developed the Saturn mecha game Bulk Slash, and now primarily work on the Mario Party series. This lineage seems odd at first glance, but on reflection makes a lot of sense. Hagane is brimming with ideas. There are five stages. Each stage is broken into different sub-stages—1-1, 1-2, and so on, ending with a boss battle. And each of these brief sequences is typically a succinct exploration into a particular idea or mechanic—in the same spiritual sense as Mario Party minigames, but tied beautifully together in a side-scrolling action game package. Some of these ideas are based in the level itself, like autoscrolling horizontal or vertical platforming sections, or working your way through a labyrinth where doors warp you to surprising places, or bursting through a level by destroying walls, or exploring a cave system to find the boss, or the STG-like autoscrolling level where Hagane drives a floating bike (?) through the Mode 7-powered warbling environment of a crashing space ship; some of the levels force you to use a certain move that Hagane can do to move through the level efficiently. And Hagane can do a lot of moves.

At its core, Hagane is a Shinobi-style action game, but there's a surprising amount of depth to your movement and attack options. Hagane, like a Rolling Thunder character, can walk left and right and duck. He can jump and vertically down kick onto enemies heads like Mario, bouncing off them. He can ground slide like Mega Man, and there is a Mega Man 4 Square Machine-style boss that requires sliding. With the respective shoulder buttons, he can somersault left or right, which speeds up movement and can dodge attacks. Holding down the somersault button will have Hagane somersault a second and third time, going higher and changing colors each time, indicating that a different special move can be done—a forward sliding ground attack on the first somersault, an upwards flipping jump kick at the second, and an area of effect attack at the third. When the attack button is pressed during a jump to the left or right, Hagane will do a side kick. When the jump button is pressed again just under the apex of Hagane's jump, Hagane will roll forward horizontally; there is an autoscrolling level where you have to use this exactly. When you roll horizontally into a wall, Hagane will bounce off; by continuing to hold down the jump button he will ping pong back and forth between the walls, traveling upward. Hagane can hang onto ceilings and moving platforms by jumping from underneath them and pressing the up button at the bottom surface; there's a level entirely based around this mechanic, at least if you want to make it through without taking too much damage. And there's a special move Hagane can trigger at any time, if he has ammo for it, that does damage to all enemies on screen and makes Hagane briefly invincible.

Hagane has multiple weapons, but he can only equip one of them at a time; you have a button to cycle through these. Most of them use ammo that drop from enemies, but I rarely found that I was out of ammo for any particular weapon. There's the short range, fast katana, that will be your bread and butter; there are grenades that Hagane throws in a short arc; there are long range, fast kunai; then finally there's a slightly slower, slightly shorter range grappling hook, that Hagane can also throw at ceiling surfaces to pull himself towards them while jumping.

This tendency of multiple possibilities extend to certain enemies as well, like the floating house robots that can, and sometimes must be, used as platforms. Most bosses are puzzle bosses that require one or two of these mechanics, and using a certain weapon or two to capitalize on openings.

The sheer amount of things you can do, and the levels being typically so different from each other, reminds me a lot of another one of my favorite side-scrolling action games—Gunstar Heroes. And like with that game, it can feel like these developers only got to scratch at the surface of possibilities. A Hagane playthrough is only half an hour, but on the bright side, it never feels stale. The character and enemy art designs are all by the legendary tokusatsu film director Keita Amemiya, who is in his Zëiram era, which mixes traditional Japanese theatre images with nasty, quasi-biological robot designs. This works well for a video game because he likes sticking little spooky faces on everything—so you know where you need to hit them. Amemiya's involvement is what got me to play this game in the first place. I was really happy to find such a rich, cool action game.

Hardest game I've ever played

Holey moley this game fucks so hard.

Confirmed #bats

A very solid action platformer by CAProduction. Great movement, smart enemy placement and really good boss fights. The game rewards memorization and solid strategies for each section, and the more you have memorized, the faster you'll get through the game -- a thrilling combination.

My only criticisms are that bombs and health pickups, as well as 1-ups, are RNG drops from enemies, who all drop an item upon death. I feel this makes the game much easier than it should, and all those should instead be carefully placed items in certain stages. It didn't take me long to get a No-Death clear, around 8 - 12 hours, if I had to estimate. However, that was due to the hardest two stages in the game, which killed several runs, 1-4 and the Final Boss, which is a chase sequence involving good knowledge of the platforming tools you have. This would have been a far faster clear without those two run killers.

There's a large variety of interesting tools you can use for various situations, and I never felt any tool was just for show. I ignored the more overpowered super attacks and backflips, but you can easily find many different ways to approach stages and bosses.

Worth a play. It's no Shinobi, but it's still a great action platformer that's well worth your time.

Unmistakably Shinobi in its art, music and platforming philosophies, but its execution of combat has a robustness and snappiness more akin to Mega Man X and Zero. It's a great play during its many boss encounters, but most setpieces and platforming sections kill the experience. There's this air roll attack you have to use to get extra horizontal distance in most sections, but much like Shinobi's double jump, it can only be activated at a specific point of the jump arc; hit it before reaching your jump's apex or a ceiling, or else it cancels out. You need this for MULTIPLE do-or-die sections as early as stage 2, and it never feels somewhat reliable. At least in Shinobi (III specifically), the double jump usually isn't mandatory until the end-game, when you've already learned its specific rhythm. There's also weight and audible cues that help ease the stinginess of the timing. There's nothing of the sort in Hagane, and they make this strict design quirk worse by cutting your horizontal jump speed in half. Addressing this problem could easily bump this 1 or 2 points in my book, but it was too much of an issue for too often of the run.

Very fun, very challenging, very surprising that there was little to know slow down. Nice ost, overall incredibly solid game tho imo the final boss was a bit disappointing but it's good overall.