
It's more noticeable when it's used for counters, but I had countless occasions where I'd hit the button prompt and Ayumi did nothing. The issue is that it seems to work about half of the time. Hitting the prompt causes Ayumi to attack, and it often results in an instant kill. At times, when the health of an enemy falls low enough or they've opened themselves up from a big attack animation, you'll get a button prompt above that foe's head. This move is also used to traverse some vertically themed areas, where Ayumi locks on to floating corals and plants and link her jumps to get elsewhere.Īnother piece of Ayumi's move set comes in the form of prompted executions and counters. To alleviate some of the jumping awkwardness, Ayumi can lock on to a foe while in midair and then dart in to attack.

Upon landing, there's a momentary pause that doesn't feel natural, and it keeps her movement from feeling fluid when using the jump mechanic. She has a single- and double-jump move, but her double-jump propels her forward as much as it does upward, and that feels pretty awkward. When you take Ayumi into the air, you lose a certain amount of control. This isn't as deep as a Devil May Cry or Ninja Gaiden, but for the most part, combat is decent when it works.

The focus in combat is typically on melee attacks Ayumi can dash around the screen easily enough, darting in and out to perform a series of small combo strings to take down foes. It reminds me a bit of a modern-day Kameo in that the environment outshines the character models and enemies, and it becomes the visual star of the game.Īyumi comes equipped with dual swords and a gun, which can be swapped around with replacements found throughout the game. Stage variety is pretty grandiose, featuring some lush environments full of bright colors and high contrast. The island is divided up into a series of sections, and these levels represent one of the better aspects of the game.
