APC Australia

Super Crush Ko

A one-hit wonder.

- Alex Spencer

It was pretty much love at first sight with Super Crush KO, which reminded me of Steven Universe and Scott Pilgrim and Sayonara Wild Hearts. But this is all surface-level attraction, based on appearance and assumption – the kind that quickly fades. Sorry to say, this isn’t going to be a love story.

Peel back the impeccable presentati­on and underneath you’ll find a straightfo­rward 2D brawler. Armed with the laser gun and a selection of punches, kicks and dashes, you move left to right, clearing screen after screen of robotic nasties. But Super Crush KO’s action lacks zest. As gorgeous as the art is, in motion it’s never quite as smooth as you’d hope. Your character feels a little like one of those paper dolls you made as a kid, putting pins in the joints so you could jiggle its limbs.

It’s not exactly the kind of combat you’d hold up next to a Devil May Cry but, like those games, Super Crush KO is constantly marking your performanc­e, with a UI-dominating letter grade sat at the top of the screen. And this is the aspect of the game I’m most torn about. On one hand, it’s the engine that powers Super Crush KO. It’s seemingly possible to stitch entire levels into a single elongated combo, taking advantage of the special moves that send your character dashing forwards and the range of your laser rifle to ensure there’s never a moment of dead air.

On the other, I’m not sure how well this actually fits with every other part of the game. The constant reminder of your current grade means that every moment you’re not landing a punch feels like a failure.

Honestly, you don’t need to engage your brain much when playing. I quickly found myself reaching for headphones (the music, unfortunat­ely, never rises above the ‘serviceabl­e’ level) and the game just became a way to keep my hands and eyes busy while I fixed my attention on a podcast. And after a while, even my eyes stopped registerin­g Super Crush KO’s ample charm.

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