

Tails of Iron definitely has a sense of humour.īalancing out the combat is the need to explore the atmospheric game world, there’s secrets to find, forgotten paths to uncover and new tribes of animals to meet.

Just when you think you’ve seen everything you have to battle a gun wielding frog with a jet-pack. Odd Bug Studios delighting in throwing new enemy types into the mix until the very end. The enemies themselves are varied, visually detailed and stuffed with interesting attack patterns. The challenge is in the combat, not in having the patience required to put up with the copious walking just to return to the battle. Also, thanks to intelligently placed quick-save points, it never feels like losing a battle results in the punishment of having to travel for an age to have another go. Prompting that ‘just one more go’ mentality as the player seeks to see off a particularly formidable foe. Fortunately the responsive controls and easy to read enemy attack cues ensure that when a battle is lost it’s purely down to the fault of the player. Redgi is fast and deadly but lacking in resilience, take a couple of hits and the erstwhile prince will be on a one way ticket to Rat heaven. Constructed from rolls, blocks, controlling the space and the copious flinging of light and heavy attacks, the combat demands that Redgi must see off hordes of enemies and darn right nasty bosses.

This is the gameplay element that evokes the soulslike comparison. It is the combat that proved the most surprising component of Tails of Iron, as I was certainly not expecting such addictively difficult encounters.
