One only needs to point at those worlds’ soundtrack to know why. Double Kick Heroes from World 4 onward is what the game should have been in its entirety. It’s not until Story mode reaches its back half that the stages start to show their teeth: heavy Norwegian Black Metal, blast beat soaked Death Metal, and a few secret stages with tracks that are hilarious in their imitation but brutal in their execution. The various cameos of Metal legends were a nice touch, and was nice seeing how they integrated for the moments they were in. Cheesy writing from the main characters riddled with as many references as they could stuff in usually motioned to be passed by then laughed with. While rhythm games and plot don’t necessarily need to work, the roadtrip to get from Song A to Song Z was mostly ignored. The same can be said with Double Kick‘s actual story. But for a game that is billed on taking on hordes of zombies with the power of Metal, DKH comes out swinging very softly. I played through on the METAL difficulty, DKH‘s Hard Mode, and the first few stages consisted of various styles of beach rock, stoner rock, and some jazzed-down death metal to fit the early narrative of lighter kick drum tracks meant to ease you into DKH‘s gameplay. What pains me is really finding this competitive nirvana so late in the game’s Story mode.Ī quick tutorial gives a basic rundown of how things work in DKH, but Story Mode’s difficulty progression make the first half absolutely crawl. Taking on multiple lanes of music while juggling which hemisphere to shoot down is a tall but rewarding task when done right. For such a simple looking game there’s a lot of depth and multi-tasking that makes Double Kick Heroes deceptively difficult. ![]() DKH allows for button remapping, and thank the Drumming Gods for this, as your hands will explode working bumper and triggers with your fingers on later levels. It keeps players on their toes on where to shoot, as well as keeping their combo alive. Lower difficulties remove the cymbals and snares all together to ensure a smoother experience for rhythm newbies.Īdditionally enemies track on higher and lower parts of the road where your band plays, and the different kick drum buttons will specify which part of the road you want to shoot. ![]() Missing a cymbal or snare note won’t break your combo, but will decrease your meter making it harder to use those special attacks. Successful hits on the kick drum will improve your combo which unlocks more powerful guns like shotguns and cannons, but (if you’re on a high enough difficulty) missing a note or pressing out of place will break the combo and downgrade your firepower. Two buttons are set for the kick drums, cymbals, and snares, the kick drums being the main source of damage while the cymbals and snares build up energy for powerful attacks like an AOE splashing grenade or a powerful one-shot sniper. ![]() Slaughtering enemies feels right at home if you were ever that kid that played DDR on a controller or Flash Flash Revolution on a keyboard. Where hope is slowly fading the power of Metal spreads across the land, and may be the only thing that can save the world from a zombie infestation and a demonic resurrection. ![]() A band of rag-tag musicians: guitarist James, drummer Derek, bassist Randie, keytarist Snake, and vocalist/band manager Lincoln travel across the country in a suped up Cadillac where the kick drums come attached with firepower, mowing down all that seek to silence the band’s combination of violence and velocity. Headbang Club throw their love of crunchy riffs and blast beats into Double Kick Heroes, a post-apocalyptic world where zombies have outnumbered the remaining humans in terrifying fashion. If you make the genre all sub-facets of Metal, now you have my attention. Chances are if you’ve got a rhythm-style game you already have my curiosity. Most of my childhood was spent mastering Rock Band and Guitar Hero to an unhealthy level, as well as growing up with classics like PaRappa, Bust A Groove, and DDR.
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