Game Review: JYDGE (Switch)

Earlier in the month Finland-based-development studio 10tons released Neon Chrome, a top-down cyberpunk sci-fi styled twin-stick-shooter, onto the Nintendo Switch; and now the developer have released it’s prequel JYDGE onto the same platform. So; with this being said what does JYDGE offer that Neon Chrome does not? Well for starters a proper single-player campaign but thats just the tip of the iceberg.

Title: JYDGE
Publisher: 10Tons Ltd
Developer: 10Tons Ltd
Platform: Nintendo Switch
Resolution: 1920 X 1080
Audio: English
Subtitles: English (White)
Local Players: 1
Online Players: N/A
Install: YES (626mb)

Our View:

Taking place within the world of Neon Chrome, and acting as the spiritual prequel to the events of that game, comes JYDGE from 10tons. Just like with Neon Chrome JYDGE is a twin-sticker-shooter that puts players in control of a cybernetic robotic officer of the law as they embark on a quest to clean up the streets from crime and save the day.

From a similarity perspective JYDGE feels like a combination of Judge Dread, with judge jury and executioner powers of the law, and Robocop, whereby a human cyborg is working for the police. Regardless of the similarities JYDGE offers a simplistic ‘narrative-driven’ experience that, in some areas at least, provides more fun than Neon Chrome but remains very much the same.

The visual flair of JYDGE remains true to Neon Chrome with top-down futuristic locations filled with dark colour palettes and neon lights; with the only difference being the human opponents rather than other cyborgs; then again this is a prequel of Neon Chrome after all. The same can also be said for the control layout; which is pretty much the same as those found within the aforementioned game.

Introductions aside what can one expect from one of 10tons latest Nintendo Switch releases? Well as mentioned JYDGE is a top-down twin-stick-shooter that has been built within the same foundations of Neon Chrome. The difference here is that while Neon Chrome offered a thirst for survival, so that players can reach the top, JYDGE is a ‘objective’ based game whereby each mission, of which more than fifteen are available, offers a different objective ranging from rescue, infiltration and destruction.

Each mission may offer a slightly different ‘main objective’ but the gameplay remains the same throughout with the simplistic approach of defeating all enemies within the area and – if need be – rescue the hostages without harm. It’s simple and straight forward; but it works exceedingly well. Each mission only lasts for a handful of minutes and is easily suited to the portable nature of the Nintendo Switch. Bizarrely in order to progress forward in the game players have to complete sub-objectives of each mission and once enough have been completed players will be able to progress forward.

For example; the first mission in act two requires fifteen sub-objectives to be completed before being accessible. It’s not exactly a lot but when only thirty sub-quests exist within Act one it means you will have to achieve a 50% ratio on sub-objectives in the previous act. This ‘percentage’ increases to 100% when you realise that only fifteen sub-objectivess exist on normal difficulty with the remaining fifteen sub-objectives being locked to the ‘hardcore’ difficulty mode.

The result of all this means you will be replaying the same levels over-and-over again in order to progress forward in the actual story itself. Majority of these sub-objectives are relatively straight forward, such as rescuing all hostages and killing all enemies, but some of them can be more tedious in terms of completing a mission without taking damage or completing a mission within a ‘very restrictive’ amount of time. Basically what initially seemed like a simplistic twin-stick-shooter soon with a story soon turns into a extensive rinse and repeat game before you are allowed to move on.

Whether this is a good thing or not i’ll leave to your judgement; but for me it has both merits and disappointments – with the obvious merit of extending the overall playtime and the disappointment being that you can’t naturally progress through the story. Luckily to aid players in this quest of completion is the ability to upgrade your JYDGE with new skills and abilities as well as the option to customise the main weapon.

Skills and abilities can range from increased health and armor to lazer drones that automatically attack close enemies and stealth skills. The weapon meanwhile, known as the Gravel can be fully customised with new weapon types, such as Machine Gun, Shotgun & Rocket Launcher, as well as enhanced abilities such as increased ammo or ammo that doesn’t hurt hostages.

From an upgrade perspective JYDGE goes above and beyond what you would expect from a game of this kind while the gameplay itself remains true to form of similar games; especially Neon Chome. Speaking of upgrades these can be purchased by using money earned during regular gameplay with money awarded from missions and found scattered around each level; so it’s best to search the map whenever you are given the chance.

Overall JYDGE is a narrative-driven twin-stick-shooter that retains the charms and visual flair of Neon Chrome but mixes it with a mission based story that requires multiple replays of previous missions in order to progress forward and upgrade your character.


It’s simple and it is relatively fun but more importantly it works exceedingly well on the Nintendo Switch in both docked and portable mode.

Score: review-stars-4

JYDGE is now available for the Nintendo Switch from the Nintendo eShop. JYDGE is also available for other platforms including mobile devices.

 

 

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About Scott Emsen
Scott is the Founder and Executive Editor of AnimeBlurayUK but in the past he has worked at ZOMGPlay, Rice Digital and Funstock and was once a Community Moderator for the Nokia N-Gage forums. Based in the UK, he loves anything related to Games & Anime and in In his spare time you'll mostly find him playing on one of his many gaming consoles; namely the PS Vita, PS4 or Xbox One.

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