Battle Axe
Gorgeous pixel art and a legendary chiptune composer can only carry you so far when the arcade runs dry in under an hour. Nostalgia merchants will eat it up; everyone else should wait for a discount.
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About Battle Axe
My first session with Battle Axe lasted about forty-five minutes, and that included dying twice, restarting, and clearing the Arcade mode from start to finish. That's the core tension this game never quite resolves: the presentation is exceptional, but the thing underneath it is thin enough to see through. Bitmap Bureau's top-down hack-and-slash pulls directly from the Gauntlet and Golden Axe lineage, and it wears that influence openly. You pick one of three heroes before diving in: Rooney the Marauder, a slow, cannon-shouldering tank with solid range; Fae the Dark Elf, a dual-dagger rogue who darts around but pays for missed ranged shots with a punishing cooldown; and Iolo the Druid, whose staff fires rapid magical projectiles in quick succession. Each character shares the same basic kit of melee, ranged, and a special charge-slash move, with their stat splits providing most of the differentiation. The eight-directional attacks give combat a twin-stick shooter feel at times, and there is a chain combo meter that rewards aggression and smart enemy routing, which adds a thin scoring layer for people who want to chase runs. Between stages, a merchant lets you spend collected gold on upgrades and restoratives, though the shop offers few options and the campaign ends before any meaningful gear loop takes shape. The presentation side is genuinely hard to fault. Pixel artist Henk Nieborg, whose credits include Contra 4 and Shantae, delivers hand-drawn sprites and fluid animations that feel like a lost SNK cabinet given a 4K scrubbing. Composer Manami Matsumae, of Mega Man and Final Fight fame, provides a soundtrack that nails the frenetic energy of a late-80s coin-op perfectly. The four stages cover distinct visual regions, and the enemy variety is respectable within each one, ranging from basic melee mobs to projectile-tossing units and ground-spike traps. Boss encounters, though, are generally solved by kiting and spamming the ranged button, which is a let-down given how much personality the rest of the game radiates. Where it starts to crack is in the design philosophy around difficulty and content volume. You get three lives to clear the campaign, and losing them sends you back to the title screen. The difference between Easy and Hard difficulty reportedly amounts to little more than whether your health refills between stages. Infinite Mode, the wave-survival alternative, runs on a single recycled tileset that drains the visual magic quickly, and New Game Plus adds challenge without adding ideas. Several critics and Steam reviewers point to a camera that sits too close to the action, resulting in off-screen enemies landing cheap hits with no warning - a genuine fairness problem rather than the good kind of arcade punishing. There are also basic quality-of-life gaps: no volume sliders at launch, no character descriptions on the selection screen, and no online leaderboards to give the score-chasing any social legs. For a certain kind of player, none of that matters. If your instinct when someone says 'Gauntlet meets Golden Axe' is to reach for your wallet immediately, Battle Axe will scratch that itch cleanly, especially with a second player on the couch. The local co-op adds real energy to something that otherwise runs a little cold solo. But if you're expecting the content depth of Streets of Rage 4 or the replayability hooks of a modern roguelite, you'll find Battle Axe is more of a loving museum piece than a living game. The craft is evident. The staying power, less so. Alex, Scout Team
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Game Info
- Developer
- Bitmap Bureau
- Publisher
- Numskull Games
- Release Date
- Apr 29, 2021