It was a rhythm game in which three policemen were doing stupid dances
Years ago, the original DS game Elite Beat Agents from. It was a rhythm game in which three policemen were doing stupid dances like you in the right rhythm forcing and the appropriate buttons on the screen. On the top screen you then saw an animation in which a dog trying to get home or a diver is looking for the lost city of Atlantis (on the tune of YMCA). It was one of the most addictive games I've played on the DS and I still print the game and into my now 3D-skilled handheld.
HarmoKnight picks it slightly different, but has the same addiction factor. Instead of three dancing secret agents, you play in this game namely a boy with a magic wand that must save the world from ... sound samples? There lies directly biggest problem HarmoKnight; The game takes itself too seriously at times, while the style is totally to state. Everything is in fact disgusting cute. If you complete a level, you will be judged by a colored flower, you'll receive a music nut with a crown, you can unlock birdies to open a secret door and you get another hurled a funny remark referred to your head about you performance. The game will also continue to constantly introduce new characters that add little or nothing to the story or the gameplay and all much too long (and useless) conversations with one another.
Well, once the frustration factor is out of the way, you're ready to actually play through the levels. In fact HarmoKnight doing at that moment think of a classic 2D platformer, but your character Tempo (how do you make it?) Runs through automatically. Scattered throughout the level are dozens of musical notes. Grab your all, then there quickly a melody that fits the background music. With your staff can then beating of drums and cymbals that sway merrily along the side of the music and of course enemies hammering on their giggle. Everything is sound and once you get into the 'flow' of a level is, this is very nice.
So nice in fact, that you quickly have a tendency to infinite levels often play again, until you have found any music nut. The unforgiving nature of the game helps a lot because of that, because if you can find 150 musical notes in a level and you know there are only 140 to deal with, then you already have to pack a silver flower instead of a golden flower. Unacceptable!
However, every few levels you'll face a boss fight, which then works again less well. Instead of that you create a tune by addressing musical notes, these levels do namely more like a variation of Simon Says. A boss fires you in different rhythms enemies and objects on which you have to hit or to dodge out of the way. For example, you can see three enemies and two fireballs are shot at you, which you Tappy (your sidekick) hears "HIT - HIT - HIT - JUMP - JUMP". Then you have to repeat such acts in exactly the same rhythm. Because this rhythm but hardly anything to do with the background music, these levels are often unnecessarily difficult.
While playing HarmoKnight you will regularly your 3DS clap out of sheer frustration and discard. But every time I caught myself that I still had a few minutes later returned to play. "But try just one more time ..."
If you have reached the finish line after hundreds of attempts, you can all the levels (there are a total of 50) in which you achieved again play again a golden flower, but twice as fast. Developer Game Freak also added some bonus levels based on songs from their most successful game Pokémon.
Conclusion
For 15 euros you pull HarmoKnight from the Nintendo eShop. Granted, it's certainly not the cheapest game in Nintendo's digital store, but it gives you a few hours very addictive gameplay for the home. You might even have to puncture the exaggerated cute outer side of the game, but underneath is a pretty tough game.
HarmoKnight picks it slightly different, but has the same addiction factor. Instead of three dancing secret agents, you play in this game namely a boy with a magic wand that must save the world from ... sound samples? There lies directly biggest problem HarmoKnight; The game takes itself too seriously at times, while the style is totally to state. Everything is in fact disgusting cute. If you complete a level, you will be judged by a colored flower, you'll receive a music nut with a crown, you can unlock birdies to open a secret door and you get another hurled a funny remark referred to your head about you performance. The game will also continue to constantly introduce new characters that add little or nothing to the story or the gameplay and all much too long (and useless) conversations with one another.
Well, once the frustration factor is out of the way, you're ready to actually play through the levels. In fact HarmoKnight doing at that moment think of a classic 2D platformer, but your character Tempo (how do you make it?) Runs through automatically. Scattered throughout the level are dozens of musical notes. Grab your all, then there quickly a melody that fits the background music. With your staff can then beating of drums and cymbals that sway merrily along the side of the music and of course enemies hammering on their giggle. Everything is sound and once you get into the 'flow' of a level is, this is very nice.
So nice in fact, that you quickly have a tendency to infinite levels often play again, until you have found any music nut. The unforgiving nature of the game helps a lot because of that, because if you can find 150 musical notes in a level and you know there are only 140 to deal with, then you already have to pack a silver flower instead of a golden flower. Unacceptable!
However, every few levels you'll face a boss fight, which then works again less well. Instead of that you create a tune by addressing musical notes, these levels do namely more like a variation of Simon Says. A boss fires you in different rhythms enemies and objects on which you have to hit or to dodge out of the way. For example, you can see three enemies and two fireballs are shot at you, which you Tappy (your sidekick) hears "HIT - HIT - HIT - JUMP - JUMP". Then you have to repeat such acts in exactly the same rhythm. Because this rhythm but hardly anything to do with the background music, these levels are often unnecessarily difficult.
While playing HarmoKnight you will regularly your 3DS clap out of sheer frustration and discard. But every time I caught myself that I still had a few minutes later returned to play. "But try just one more time ..."
If you have reached the finish line after hundreds of attempts, you can all the levels (there are a total of 50) in which you achieved again play again a golden flower, but twice as fast. Developer Game Freak also added some bonus levels based on songs from their most successful game Pokémon.
Conclusion
For 15 euros you pull HarmoKnight from the Nintendo eShop. Granted, it's certainly not the cheapest game in Nintendo's digital store, but it gives you a few hours very addictive gameplay for the home. You might even have to puncture the exaggerated cute outer side of the game, but underneath is a pretty tough game.
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