As modern retro-styled 2D platformers go, Steel Assault unfortunately doesn’t offer many compelling reasons to really sink your teeth into it. You can aim your Castlevania electro whip in eight directions, do non-committal double jumps and perform low-profile slides with cooldowns in-between to squeeze through attacks/gaps and close short distances. There aren’t any more intricate enemy interactions outside of just dealing damage to them, like bouncing off of heads in Shovel Knight for example, and power-ups (a shield and a buff to your whip) present linear improvements to your character that you don’t have to meaningfully change your strategy around, like you would in Castlevania. It feels odd how your character will often ignore those cooldowns I mentioned earlier and do consecutive slides in cutscenes, highlighting just how little fun there is to be had with the mechanics outside of what the game strictly intends for you to do.

Steel Assault dedicates its third action button to this zip-line you can launch at any time and hook between adjacent surfaces. You can probably imagine that that makes it a mostly situational gimmick: if you run into applicable geometry, the game will either specifically expect you to use the zip-line to progress, or it’s a random corner in the level design where it serves no purpose. Again, it feels odd how many obvious-seeming opportunities weren’t taken: you can’t hook into basic enemies, and there’s at least one boss where you’d expect to be able to position it between its gigantic hands, only to be disappointed. Its one universal function is to buy yourself extra air-time when not aiming at a surface, but a majority of the enemy patterns are timed with this in mind as well, so it doesn’t exactly lead to more spontaneous gameplay either. It honestly wasn’t until the final boss that Steel Assault started to scratch the surface of its rigid barebones mechanics, where the ground suddenly becomes inaccessible and you have to shift the position of your zip-line at a moment’s notice to dodge attacks.

If you subscribe to the idea that visuals on their own give a game value, Steel Assault’s eye-watering excess of chunky pixel art will please to some extent, but even that raw spectacle was diminished in my experience with how poorly the developers chose to present it. The game’s default “CRT filter” comes not in the form of horizontal consumer television or PVM scanlines, but a strange LCD grid with wide gaps between vertical lines. It’s nonsensical when the in-game pixels are all square, and it’s misaligned with the art enough that it creates a messy impression in motion. It’s even stranger with the added bilinear filtering on top, which obviously isn’t what games look like on an LCD, but also doesn’t match Steel Assault’s art style, since it mostly doesn’t rely on dithering (which would be used to create the impression of smoother blending and shades on a CRT.) It’s preferable to turn all that stuff off, but even then the final output is treated strangely (my guess is there’s some artificial over-sharpening and saturation going on that makes the whole image look grainy.)

As nitpicky as that last paragraph was, I’m sure the developers had their heart in the right place, but I ultimately can’t help but think of the following Matthewmatosis quote as I unpack Steel Asssault: the amount of effort put into something doesn’t necessarily determine its quality.

Reviewed on Nov 04, 2021


4 Comments


2 years ago

Papa Matt would be proud.

Ok I need to get this off my chest: why the flying fuck doesn't any game like this have an option to optimize the image for a CRT in the situation where I am playing it on PC hooked up to a CRT? Sonic Mania is the only game that doesn't make me feel this way because it's CRT filters are so great that I don't feel the need to play it on a CRT, but that's it. Yes, the scaling in the Mega Man collections is dogshit, but that wouldn't matter much if I was simply allowed to play it at the original resolution hooked up to a CRT, but I can't. I mean, I could (probably) technically* do that, but it would cut off so much of the image that it doesn't matter. Seriously, every pre-6th gen throwback game on PC should have this but I can't think of any that do off the top of my head. And I say this as one of the low-life consumer-grade owners, I haven't seen a PVM at all in a decade. If there are any games with this feature, please tell me.

2 years ago

Oh yeah, I also have a question: how do you type such formally written reviews on this site? The only place I know of to write reviews is in the corner of the game log screen, which doesn't exactly provide much help as to how it would actually appear. I'm sure this is obvious but I'm a dumbass so some pointers would be nice.

2 years ago

lolll it's all good, hope you end up seeing this (since backloggd doesn't allow explicit replies.) don't know any games with those features unfortunately, and i just write all my reviews in apple pages (or whatever other word processing app strikes your fancy) and then copy paste into backloggd. line breaks are kept one to one and putting words between asterisks will make them italic once the review is posted.

2 years ago

The game is not bad, is not a masterpiece, is not something new, even the mechanics aren't so deep, but It's okay, the things that offer aren't inherit bad and the gameplay is consistent, maybe the developers could polish some things, but they offered a solid game.