


It is possible to dash or to take cover behind crates or within alcoves, allowing players to smoothly choose between frenetic jumping around in order to dodge, or smooth shoutouts from fixed positions behind covers. Gameplay-wise, instead of trying to emulate the rough edges of old games, HUNTDOWN removes multi-directional aiming to focus on horizontal aiming, but masters it. The references are everywhere, in the gangs and their style, in the cool one-liners from the main characters or their bounties, in the music, and of course in the dirty neon-infused levels, as the fights will be taken from the subway to the rooftops. This is a perfect melting-pot of Blade Runner, Judge Dredd, The Terminator, RoboCop, Mad Max, The Fifth Element, Akira, and everything that is holy from that glorious era of science-fiction movies depicting an ultra-violent future. While the story is appropriately barebones (and consequently will not go in the way of replayability), the world, rendered in gorgeous pixel art, is incredible. The end of a level is always crowned by a boss fight against a “bounty”, often a gang leader that marked the level with their footprints. The backstory is minimalist, and there won’t be more than a few occasional lines of text or short cutscenes to introduce new threats. You (and a friend in COOP) choose a mercenary upon the three available and get offered a campaign in the form of 4 consecutive areas each populated with a unique colorful gang. HUNTDOWN is not trying as hard as fellow modern/pretty action platformer Katana ZERO to tell a story.
