Compare Foul Play prices across 50+ stores and find the best deal. Developed by Mediatonic. Published by Epic Games. Released on 9/18/2013. Available on PC, Mac, Linux. Genres: Action, Adventure, Casual, Indie. Metacritic score: 69/100.

A Victorian brawler with a genuinely clever hook: your health bar IS the audience, and the crowd will boo you off the stage if you forget to perform. Worth picking up if the idea of Castle Crashers with theatre etiquette speaks to you.

My first impression of Foul Play was that the concept alone earns it a sit-down: Baron Dashforth, moustachioed daemon-hunter, is retelling his life story as a full stage production, and every fight you play out is a theatrical performance watched by a live crowd. That framing is not decoration. It is the entire mechanical soul of the game. Instead of a health bar, you manage a mood-o-meter that reflects audience engagement. Perform combos, land counters and reversals, chain attacks across enemy types, and the crowd applauds, throws hats, multiplies your score. Take too many hits and the curtain literally falls on you. It is a genuinely inspired twist on the beat-em-up formula, and in its best moments the combination of combo-chasing and crowd-pleasing creates a rhythm that feels closer to a performance score than a brawl. The combat toolkit deepens slowly across the game's twelve Fame ranks. Early on you get basic attacks (cane swings for Dashforth, chimney-sweep swats for Scampwick in co-op), a launch move to juggle enemies airborne, a dodge, and a parry. The parry is the heart of it: a lightning bolt appears above an enemy telegraphing their strike, and a well-timed counter opens up follow-up options. You can hurl the enemy into a group, smash them down into a crowd below, or chain a quick flurry for big combo ticks. Once you hit those mid-game Fame levels and unlock the Showstopper super mode, which temporarily doubles your combo multiplier, the pieces click into something satisfying. In two-player co-op, both players activating Showstopper simultaneously pushes the multiplier to 4x, and throwing enemies back and forth between Dashforth and Scampwick while the crowd loses its mind is the game at its absolute peak. Each of the five plays is broken into acts and capped by a boss, and three per-level challenges unlock equippable charms that meaningfully tweak your build (think things like boosted dodge distance or bonus combo multiplier on counter). It is a lean progression system, but it does reward completionists. Where the game earns its mixed scores is in the stretch between those highs. The combat, for all its theatrical dressing, does not have the mechanical depth to sustain the full campaign without fatigue. Enemy variety is limited, and the parrying system feels looser than the counter-focused combat demands, requiring a separate parry input for each simultaneous attacker rather than a single clean block. Solo play suffers most from this: Scampwick only appears as a narrative presence when you are running alone, and the campaign is clearly designed around two-player synergy. The story, a witty Victorian adventure involving werewolves, vampires, a Vampire King, and a missing father whose monocle ends up on a daemon, is charming enough to carry the pacing gaps, but the dialogue is text-only despite the characters absolutely crying out for voice acting. There are 17 regular stages and five boss levels, running to roughly three to four hours of campaign content, which feels proportionate to the depth on offer. The presentation itself is consistently delightful: enemies in obvious costumes crawl off stage when beaten, stagehands scurry about touching up cardboard backdrops, and the backgrounds are designed to look exactly like practical theatre sets. For a certain kind of player, those production values and the audience-management mechanic are enough to make Foul Play memorable. For players chasing Castle Crashers levels of mechanical variety or Streets of Rage depth, the thinness of the combat system will register before the credits roll. Treat it as a co-op novelty, a short two-player session game with a concept it commits to fully, and it delivers. Expect a genre landmark and it will disappoint. The Scout Team position: the idea deserved a sequel that never came, but what exists is a charming, under-explored oddity that co-op brawler fans will appreciate for a weekend. Kai, Scout Team

Foul Play
ActionAdventureCasualIndie

Foul Play

Sep 18, 2013MediatonicEpic Games
GamerScout Says

A Victorian brawler with a genuinely clever hook: your health bar IS the audience, and the crowd will boo you off the stage if you forget to perform. Worth picking up if the idea of Castle Crashers with theatre etiquette speaks to you.

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Screenshots & Media

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About Foul Play

My first impression of Foul Play was that the concept alone earns it a sit-down: Baron Dashforth, moustachioed daemon-hunter, is retelling his life story as a full stage production, and every fight you play out is a theatrical performance watched by a live crowd. That framing is not decoration. It is the entire mechanical soul of the game. Instead of a health bar, you manage a mood-o-meter that reflects audience engagement. Perform combos, land counters and reversals, chain attacks across enemy types, and the crowd applauds, throws hats, multiplies your score. Take too many hits and the curtain literally falls on you. It is a genuinely inspired twist on the beat-em-up formula, and in its best moments the combination of combo-chasing and crowd-pleasing creates a rhythm that feels closer to a performance score than a brawl. The combat toolkit deepens slowly across the game's twelve Fame ranks. Early on you get basic attacks (cane swings for Dashforth, chimney-sweep swats for Scampwick in co-op), a launch move to juggle enemies airborne, a dodge, and a parry. The parry is the heart of it: a lightning bolt appears above an enemy telegraphing their strike, and a well-timed counter opens up follow-up options. You can hurl the enemy into a group, smash them down into a crowd below, or chain a quick flurry for big combo ticks. Once you hit those mid-game Fame levels and unlock the Showstopper super mode, which temporarily doubles your combo multiplier, the pieces click into something satisfying. In two-player co-op, both players activating Showstopper simultaneously pushes the multiplier to 4x, and throwing enemies back and forth between Dashforth and Scampwick while the crowd loses its mind is the game at its absolute peak. Each of the five plays is broken into acts and capped by a boss, and three per-level challenges unlock equippable charms that meaningfully tweak your build (think things like boosted dodge distance or bonus combo multiplier on counter). It is a lean progression system, but it does reward completionists. Where the game earns its mixed scores is in the stretch between those highs. The combat, for all its theatrical dressing, does not have the mechanical depth to sustain the full campaign without fatigue. Enemy variety is limited, and the parrying system feels looser than the counter-focused combat demands, requiring a separate parry input for each simultaneous attacker rather than a single clean block. Solo play suffers most from this: Scampwick only appears as a narrative presence when you are running alone, and the campaign is clearly designed around two-player synergy. The story, a witty Victorian adventure involving werewolves, vampires, a Vampire King, and a missing father whose monocle ends up on a daemon, is charming enough to carry the pacing gaps, but the dialogue is text-only despite the characters absolutely crying out for voice acting. There are 17 regular stages and five boss levels, running to roughly three to four hours of campaign content, which feels proportionate to the depth on offer. The presentation itself is consistently delightful: enemies in obvious costumes crawl off stage when beaten, stagehands scurry about touching up cardboard backdrops, and the backgrounds are designed to look exactly like practical theatre sets. For a certain kind of player, those production values and the audience-management mechanic are enough to make Foul Play memorable. For players chasing Castle Crashers levels of mechanical variety or Streets of Rage depth, the thinness of the combat system will register before the credits roll. Treat it as a co-op novelty, a short two-player session game with a concept it commits to fully, and it delivers. Expect a genre landmark and it will disappoint. The Scout Team position: the idea deserved a sequel that never came, but what exists is a charming, under-explored oddity that co-op brawler fans will appreciate for a weekend. Kai, Scout Team

Tags

singleplayermultiplayercooponline-cooplocal-coopachievementscontroller-supporttrading-cardscloud-savestier:indieCombo-FocusedAudience MechanicVictorian SettingVaudeville AestheticBeat-em-upFame ProgressionCharm SystemCouch Co-op HighlightShort Campaign

System Requirements

Minimum

OS
Windows XP with SP3, Windows Vista / 7 / 8
Memory
2 GB RAM
Graphics
GeForce 6200 / ATI Radeon X600 w/ 256 MB
Processor
3GHz Intel or AMD CPU
Additional Notes
Wired Xbox 360 Gamepad Recommended

Reviews & Ratings

Metacritic
69

Game Info

Developer
Mediatonic
Publisher
Epic Games
Release Date
Sep 18, 2013

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