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.

An illustration of a levitating knight-like armoured character, scrunched into a kind of mid-air crouch and clutching a huge two-handed sword. Their helm is also pointed as if like a sword. The rest of the images is red, and their appears to be be a colosseum like structure below them.

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.

Cover image for YouTube video

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.