Huntdown is a solid, albeit imperfect, run and gun. It's challenging, but usually not to the point of frustration like with the Contra games. The bosses were all fairly varied but relied too heavily on reinforcements. It felt like Dark Souls 2 where nearly every boss throws in a bunch of annoying trash mobs to inflate the challenge. They also felt overly spongey.

I would have liked to see more variety with the standard enemies/mooks. Human, human in armor, and human in a vehicle don't make for the most diverse combat encounters. Also, the "invisible wall" that prevents you from jumping over vans feels cheap. At least add some sort of visual indicator/barricade. Speaking of cheap, why does the cover only work for certain projectiles while others (like some of the van projectiles) magically pass through it?

The lack of online co-op is a letdown. This prevents me from hypothetically playing with people. The friendly fire seems like a terrible design decision and would probably prevent me from enjoying co-op gameplay anyway, though.

The abrupt difficulty spike in the last quarter has dissuaded me from continuing. I'm tired of having to spend four minutes whittling down the boss's massive health pool just to get to the second half/phase.

Reviewed on Mar 11, 2024


Comments