Posted: July 3
When you get past the initial reaction the beautiful stylization and high energy beat-em-up the first few levels have to offer, it rapidly becomes clear that Kung Fu Strike is a game made of quality component parts that simply don't fit together in any sort of intelligble way.
The mechanics of the game shine early on, where you're facing a handful of tough enemies and mobs of weaker ones, but as the game progresses and throws more and more boss-type enemies at you simultaneously, players may begin to get the impression that player character Loh was made for an entirely different game than the one he stars in. Guard breaking takes a random but always too-long amount of time, making it impossible when facing multiple enemies and of questionable use when you do manage to pull it off, as it puts vulnerable enemies outside of Loh's prohibitively short range. Physics-based encounters involving explosives demand more mobility than Loh, possessing only a cumbersome roll and no dedicated jump button to speak of, actually has. KFS's touted "jaw dropping combos" are nearly impossible to execute by mid game due to sheer enemy quantity, most of whom possess the ability to interrupt them on a whim. It doesn't take long for Loh's meaty arsenal to be reduced to special attacks and parries as his only valid tools, making what should be a fast-paced and energetic beat-em-up an almost purely defensive game of blocking and waiting for meters to fill. KFS describes itself as a hard game, when in fact it's merely a long one, demanding far too much time for much too little pay out when better, fairer, and indeed, more difficult games exist in the form of Godhand, Dark Souls, or even One Finger Death Punch.