Compara los precios de Kung Fu Strike - The Warrior's Rise en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Qooc Software. Publicado por Qooc Software. Lanzado el 24/7/2012. Disponible en PC. Géneros: Action, Indie.

A lean, unforgiving brawler that earns its bruises: satisfying chi-powered combos carry you through 28 arena stages, but the punishing difficulty will stop casual players cold.

My first few stages with General Loh felt like rediscovering something I'd lost in a dusty arcade cabinet - the sharp, almost meditative rhythm of reading an enemy's stance, deflecting an incoming blow, and riding that brief window of stagger into a full combo chain. There is a genuine craft to the core system here. Four inputs - attack, deflect, jump, and evade - sound threadbare on paper, and then an enemy shifts his stance mid-flurry and suddenly the geometry of the whole fight changes. When the action goes airborne, all weight and gravity disappears and you get those wire-fu movie moments where the fight suspends in the air for as long as you can keep the pressure on. That feeling, in short bursts, is lovely. The progression layer adds some texture over that foundation. Coins collected through combat let you purchase new moves and power-ups between stages, and a chi meter charges as you fight, unlocking special attacks that scale from a basic heavy kick into spinning strikes, shockwave slams, and windmill punches by the back half of the campaign. You can also summon allied fighters - monks, a hulking statue-like warrior - for temporary support when waves overwhelm you. The upgrade loop is functional, if thin, and reviewers who wanted deeper build customization or meaningful stat gains will find it falls short of what a proper RPG-lite structure could have offered. The difficulty is the conversation that has followed this game since launch, and it deserves honesty. This does not ease you in. The game defaults to a hard-leaning setting, and even on Easy the mid-to-late stages throw coordinated groups of enemies that hit from all sides simultaneously, with no hit invincibility on respawn and no invincibility frames on dodge rolls. Boss characters can stand just at the edge of your range and cycle special moves with little wind-up. Reviewers across the board noted that the absence of old-school anti-frustration mechanics - the kind Streets of Rage or Final Fight quietly included - makes the difficulty feel punitive rather than fair. If that friction excites you, welcome home. If you came here for a relaxed Saturday afternoon brawl, the game will make you feel that very clearly. The arena-only structure is the other design choice worth flagging. Every one of the 28 stages drops Loh into a fixed space and asks him to clear a set number of enemies, sometimes with a modifier like a timed kill count or a poison debuff. There is no movement between spaces, no sense of traveling through a world. The story, told through static ink-washed panels and text, concerns a revenge arc across three warring factions and a betrayed general - but multiple reviewers noted it is muddled enough that you stop tracking it almost immediately. Local co-op, where a second player joins the campaign with their own life meter, is the mode that genuinely opens the game up: enemy aggro splits, the back-and-forth of coordinating deflects with a friend adds real texture, and the punishment feels proportionate rather than arbitrary. Steam user data puts the overall reception at mostly positive, which tracks - the combat engine is solid enough that a certain kind of player will replay stages chasing leaderboard scores and cleaner combo chains. For the right person - someone who grew up feeding quarters into Karate Champ, who wants a focused five-to-eight-hour brawl, and who has a friend to bring along for the local co-op - there is something here worth sitting with. It knows what it is. The music mostly disappears behind the sound of combat, the narrative is genuinely forgettable, and the arena structure means you never feel like you are going anywhere. But the hit feedback is clean, the chi system rewards patience, and the moments when a perfect deflect-counter chain clears a wave feel earned in a way that polished modern brawlers sometimes forget to include. Kai, Scout Team

Kung Fu Strike - The Warrior's Rise

Kung Fu Strike - The Warrior's Rise

24 jul 2012Qooc Software
GamerScout opina

A lean, unforgiving brawler that earns its bruises: satisfying chi-powered combos carry you through 28 arena stages, but the punishing difficulty will stop casual players cold.

PC
Steam Deck UnsupportedProtonDB Gold
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Mínimo histórico: €4.23

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My first few stages with General Loh felt like rediscovering something I'd lost in a dusty arcade cabinet - the sharp, almost meditative rhythm of reading an enemy's stance, deflecting an incoming blow, and riding that brief window of stagger into a full combo chain. There is a genuine craft to the core system here. Four inputs - attack, deflect, jump, and evade - sound threadbare on paper, and then an enemy shifts his stance mid-flurry and suddenly the geometry of the whole fight changes. When the action goes airborne, all weight and gravity disappears and you get those wire-fu movie moments where the fight suspends in the air for as long as you can keep the pressure on. That feeling, in short bursts, is lovely. The progression layer adds some texture over that foundation. Coins collected through combat let you purchase new moves and power-ups between stages, and a chi meter charges as you fight, unlocking special attacks that scale from a basic heavy kick into spinning strikes, shockwave slams, and windmill punches by the back half of the campaign. You can also summon allied fighters - monks, a hulking statue-like warrior - for temporary support when waves overwhelm you. The upgrade loop is functional, if thin, and reviewers who wanted deeper build customization or meaningful stat gains will find it falls short of what a proper RPG-lite structure could have offered. The difficulty is the conversation that has followed this game since launch, and it deserves honesty. This does not ease you in. The game defaults to a hard-leaning setting, and even on Easy the mid-to-late stages throw coordinated groups of enemies that hit from all sides simultaneously, with no hit invincibility on respawn and no invincibility frames on dodge rolls. Boss characters can stand just at the edge of your range and cycle special moves with little wind-up. Reviewers across the board noted that the absence of old-school anti-frustration mechanics - the kind Streets of Rage or Final Fight quietly included - makes the difficulty feel punitive rather than fair. If that friction excites you, welcome home. If you came here for a relaxed Saturday afternoon brawl, the game will make you feel that very clearly. The arena-only structure is the other design choice worth flagging. Every one of the 28 stages drops Loh into a fixed space and asks him to clear a set number of enemies, sometimes with a modifier like a timed kill count or a poison debuff. There is no movement between spaces, no sense of traveling through a world. The story, told through static ink-washed panels and text, concerns a revenge arc across three warring factions and a betrayed general - but multiple reviewers noted it is muddled enough that you stop tracking it almost immediately. Local co-op, where a second player joins the campaign with their own life meter, is the mode that genuinely opens the game up: enemy aggro splits, the back-and-forth of coordinating deflects with a friend adds real texture, and the punishment feels proportionate rather than arbitrary. Steam user data puts the overall reception at mostly positive, which tracks - the combat engine is solid enough that a certain kind of player will replay stages chasing leaderboard scores and cleaner combo chains. For the right person - someone who grew up feeding quarters into Karate Champ, who wants a focused five-to-eight-hour brawl, and who has a friend to bring along for the local co-op - there is something here worth sitting with. It knows what it is. The music mostly disappears behind the sound of combat, the narrative is genuinely forgettable, and the arena structure means you never feel like you are going anywhere. But the hit feedback is clean, the chi system rewards patience, and the moments when a perfect deflect-counter chain clears a wave feel earned in a way that polished modern brawlers sometimes forget to include.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayermultiplayerlocal-coopachievementscloud-savestier:indieBeat-em-upChi MeterArena CombatCouch Co-opDifficulty SpikeCombo-BasedRevenge StoryWave Defense

Requisitos del sistema

Mínimos

OS
Win Vista (32/64 bit), Win XP
Sound
DirectX®: 9.0c compatible
Memory
1GB RAM GB RAM
Graphics
NVIDIA 6200+ or ATI Radeon 9600+, Shader Model 3.0 compatible
DirectX®
9.0c
Processor
2.0+ GHZ Single Core Processor
Additional
X360 controller support
Hard Drive
3 GB HD space
Other Requirements
Broadband Internet connection

Recomendados

OS
Win Vista (32/64 bit), Win 7 (32/64 bit), Win XP
Sound
DirectX®: 9.0c compatible
Memory
1GB RAM GB RAM
Graphics
NVIDIA 7900 GS or Equivalent
DirectX®
9.0c
Processor
3.0 GHZ Dual Core Processor
Additional
X360 controller support
Hard Drive
3 GB HD space
Other Requirements
Broadband Internet connection

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Información del juego

Desarrolladora
Qooc Software
Distribuidora
Qooc Software
Fecha de lanzamiento
24 jul 2012

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¿En qué plataformas está disponible Kung Fu Strike - The Warrior's Rise?

Kung Fu Strike - The Warrior's Rise está disponible en PC.

¿Cuándo se lanzó Kung Fu Strike - The Warrior's Rise?

Kung Fu Strike - The Warrior's Rise se lanzó el 24 de julio de 2012.

¿Quién desarrolló Kung Fu Strike - The Warrior's Rise?

Kung Fu Strike - The Warrior's Rise fue desarrollado por Qooc Software.