

Elsewhere, the simple act of crouching from a sprint sets you sliding on your knees, Vanquish style, before you push up against cover or maybe just unleash both barrels into an enemy's nether regions. Within your moveset there's some neat detail, too - if an enemy gets too close you can kick them back, tossing them in the air ready to be juggled with a stream of bullets. Like Rolling Thunder there's a heavy use of cover, be that ducking into doorways or behind crates and barrels, and the action is intense enough to ensure you're best carefully pushing forwards rather than running carefree through the mobs. There's an emphasis on the gunning over the running in Huntdown - a polite way to say its platforming can fall flat, but it's not so much an issue when the combat is so chunky and considered. Good god this thing is gorgeous, the density of its vision bringing its scuzzy streets alive. Put that down to the detail, the screen filled with the kind of incidental action and depth just not possible in the era which Huntdown's style apes.

The work of small Swedish team Easy Trigger Games, Huntdown is a run and gun game cast in the mold of Contra and Rolling Thunder, with an artstyle seemingly borrowed from Bitmap Brothers in their prime: it's all muscular design and brooding shadows, and it looks frankly spectacular.


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Personally, the pattern memorization and small windows of opportunity made for an experience that was immensely satisfying when done right. As a result, not everyone is going to enjoy Huntdown’s major selling point, especially when the normal difficulty still feels quite hard. Without question one poor choice or an attempt to get a little extra damage in can derail the whole thing, and most of the bosses can take a while to beat. Usually, a boss battle will require some element of timing, dodging, and patience, as players learn the attack patterns of their opponent. Where Huntdown really shines, though, is in its boss battles. It can become overwhelming and the game is no pushover even on the normal difficulty, but carefully choosing when to fight and when to be more cautious makes for satisfying encounters. And eventually things get very frantic, as players try to dodge advancing attacker and bullet fire whiling simultaneously the herd of enemies in front of them. The game carefully peppers new enemies throughout each of the 5 levels so that nothing ever feels too repetitive. So much of what makes Huntdown exciting is that players don’t know what to expect next.
