Twin-stick shooters are a fascinating contradiction.
These are games in which you move and shoot while the hordes attack.
At heart I suspect this is down to two reasons.
Two: in these games you generally move and shoot and that’s it.
Kill Knight
That’s not it in Kill Knight.
Or rather that is it, but there’s a lot to movement and a lot to shooting.
Get it learned and you’re on your way!
But you might absorb this in a different way if you want to charge up a mega-weapon.
Another enemy will flash red, cuing you in to another kind of damage.
And then there’s a combo system.
Reader: I got through the tutorials and I thought: I’m sunk.
How am I going to remember any of this?
I should have been writing it down!
It was all fine.
There are a few reasons for this.
It’s a lovely world to be really dangerous in.
Secondly, all of the complications in the combat system flow from such simple basics.
They’re so well channelled.
I found myself almost playing through a kind of garden of forking decision paths as I went.
Run out of ammo, what do I want from the reload this time?
Boxed into a corner, do I want to dash or use the shotgun?
And after a while it was all but completely internalised.
Well, by then I was stirring soup.
I was moving in lazy circles.
Kill Knight is wonderful.
It seems to ask a lot, but it gives you much more in return.