We're starting to see the return of old Mikami.

This is a total asshole nitpick on my end, but I am pretty disappointed that this game stays in 4/4 time signature most of the game. Mechanically, it's the best way to introduce the core Stylish Action (or Character Action, if you prefer, but I'll take my nomenclature from the people who actually made the genre) combo systems, 4/4 measure of a two quarter notes, quarter rest, then another quarter note doing the classic "X, X, nothing, X" styles of combos. Not having any penalty for getting off the beat ensures that it's not too demanding, there's no chance of failure and only rewards via an increase in damage.

But by the fifth or so mission the novelty was wearing off and all I was left with was an above average Stylish Action game that's gimmick isn't as defining to the game as it wants you to think. How cool would it be to have a stealth mission in a 2/2 time signature where you need to use slower and more deliberately placed presses for dashing, or a hectic boss fight in 6/8? It feels like a major missed opportunity for a game that's whole identity is rhythm.

Reviewed on May 28, 2023


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