Compare Aerial_Knight's Never Yield prices across 50+ stores and find the best deal. Developed by Aerial_Knight. Published by Headup. Released on 5/19/2021. Available on PC, Xbox. Genres: Action, Adventure, Casual, Indie.

A solo-dev passion project with one of the most infectious soundtracks you'll hear in a runner, but the gameplay thins out faster than the music earns.

I have a soft spot for games that wear the developer's name in the title like a signature on a painting, and Neil Jones doing exactly that with Never Yield tells you everything about the energy behind it. This is a 3D side-scrolling runner built by one person, set in a futuristic Detroit rendered in bold cel-shading, and it runs you through roughly thirteen levels across what amounts to the runtime of a short action film. The premise is lean: Wally has recovered something that was taken from him, and now he's sprinting through cyberpunk cityscapes, forests, offices, and rooftops while authorities, drones, and everything else try to stop him. Story is told in brief, wordless cutscenes between levels, which keeps momentum up but leaves Wally himself feeling more like a cool silhouette than a character. The mechanical loop is built around four inputs mapped to the directional buttons or face buttons: a high jump, a short backflip vault, a slide, and a speed burst. Obstacles are color-coded to the corresponding input, and on Normal difficulty the game eases you in with a brief slow-motion window before each hazard arrives. It is immediately intuitive, and that accessibility has genuine value for casual players. The catch is that Normal feels almost too forgiving, and many reviewers landed on the same conclusion: jump straight to Hard or Insane. Insane strips the slow-motion and the color-coded warnings entirely and stacks more obstacles in succession, which is where the game finally develops a pulse. The three difficulty modes are called Normal, Hard, and Insane, and the progression between them is the closest thing Never Yield has to a second act. What the game does without any asterisk is the soundtrack. Composed by Detroit artist Danime-Sama with vocalists pulled from across the world, it fuses hip-hop, jazz, rock, and brass into something that sounds like it was written for the levels it backs. There is a boss encounter built around a guitarist whose live solo physically manifests as obstacles in the road, and that one sequence captures what the whole game is reaching for. The cel-shaded visuals, neon against a night city, low-poly geometry that moves fast enough to look sleek, contribute to a package that photographs and streams beautifully. The craft in the presentation is evident in every screen. The honest friction is that the core loop is narrow. Only a handful of obstacle types cycle through all thirteen levels, and the asset repetition becomes visible before the credits roll. There are no online leaderboards, which stings for a game that clearly wants speedrunners, since the only competition available is a personal timer. Boss encounters and a level that has you running vertically up a building offer some texture, but not enough to disguise how thin the variety is on a first playthrough. Achievements are present for those who want to chase them, and replaying on higher difficulties does carry genuine replay value, particularly if clean runs and time chasing are your thing. Never Yield is the kind of game I want to exist. A solo developer put their city, their culture, and their name on the box and shipped something genuinely stylish and aurally special. The gameplay architecture just does not match the ambition of the presentation. If you can meet it on its own terms, as a short, mood-driven sprint best experienced on Insane difficulty with headphones on, there is something real here. If you need mechanical depth to stay invested past hour one, you will feel the ceiling. Kai, Scout Team

Aerial_Knight's Never Yield
ActionAdventureCasualIndie

Aerial_Knight's Never Yield

May 19, 2021Aerial_KnightHeadup
GamerScout Says

A solo-dev passion project with one of the most infectious soundtracks you'll hear in a runner, but the gameplay thins out faster than the music earns.

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About Aerial_Knight's Never Yield

I have a soft spot for games that wear the developer's name in the title like a signature on a painting, and Neil Jones doing exactly that with Never Yield tells you everything about the energy behind it. This is a 3D side-scrolling runner built by one person, set in a futuristic Detroit rendered in bold cel-shading, and it runs you through roughly thirteen levels across what amounts to the runtime of a short action film. The premise is lean: Wally has recovered something that was taken from him, and now he's sprinting through cyberpunk cityscapes, forests, offices, and rooftops while authorities, drones, and everything else try to stop him. Story is told in brief, wordless cutscenes between levels, which keeps momentum up but leaves Wally himself feeling more like a cool silhouette than a character. The mechanical loop is built around four inputs mapped to the directional buttons or face buttons: a high jump, a short backflip vault, a slide, and a speed burst. Obstacles are color-coded to the corresponding input, and on Normal difficulty the game eases you in with a brief slow-motion window before each hazard arrives. It is immediately intuitive, and that accessibility has genuine value for casual players. The catch is that Normal feels almost too forgiving, and many reviewers landed on the same conclusion: jump straight to Hard or Insane. Insane strips the slow-motion and the color-coded warnings entirely and stacks more obstacles in succession, which is where the game finally develops a pulse. The three difficulty modes are called Normal, Hard, and Insane, and the progression between them is the closest thing Never Yield has to a second act. What the game does without any asterisk is the soundtrack. Composed by Detroit artist Danime-Sama with vocalists pulled from across the world, it fuses hip-hop, jazz, rock, and brass into something that sounds like it was written for the levels it backs. There is a boss encounter built around a guitarist whose live solo physically manifests as obstacles in the road, and that one sequence captures what the whole game is reaching for. The cel-shaded visuals, neon against a night city, low-poly geometry that moves fast enough to look sleek, contribute to a package that photographs and streams beautifully. The craft in the presentation is evident in every screen. The honest friction is that the core loop is narrow. Only a handful of obstacle types cycle through all thirteen levels, and the asset repetition becomes visible before the credits roll. There are no online leaderboards, which stings for a game that clearly wants speedrunners, since the only competition available is a personal timer. Boss encounters and a level that has you running vertically up a building offer some texture, but not enough to disguise how thin the variety is on a first playthrough. Achievements are present for those who want to chase them, and replaying on higher difficulties does carry genuine replay value, particularly if clean runs and time chasing are your thing. Never Yield is the kind of game I want to exist. A solo developer put their city, their culture, and their name on the box and shipped something genuinely stylish and aurally special. The gameplay architecture just does not match the ambition of the presentation. If you can meet it on its own terms, as a short, mood-driven sprint best experienced on Insane difficulty with headphones on, there is something real here. If you need mechanical depth to stay invested past hour one, you will feel the ceiling. Kai, Scout Team

Tags

singleplayerachievementscloud-savestier:indieAuto-RunnerSpeedrun-FriendlyCel-ShadedDetroit SettingDifficulty ModesBoss EncountersAchievement HuntingShort Runtime

System Requirements

Minimum

OS
Windows XP SP2
Memory
1 GB RAM
DirectX
Version 9.0c
Storage
2 GB available space
Graphics
DirectX 9.0c compatible graphics card
Processor
2.6 GHz single core

Recommended

OS
Windows 10
Memory
2 GB RAM
DirectX
Version 10
Storage
2 GB available space
Graphics
GeForce 8 series, ATI Radeon HD2xxx
Processor
3.0 GHz dual core

Reviews & Ratings

No ratings available

Game Info

Developer
Aerial_Knight
Publisher
Headup
Release Date
May 19, 2021

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