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JYDGE Review

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10tonsltd just delivered with Time Recoil, but they’ve definitely realized that while it might be to early to return with a sequel, they can return with a refined formula. The product of that is JYDGE, and I hope it retains the 10tons quality flair, even if its more heavily built off their other games. (ex: aforementioned, Neon Chrome, etc)

Gameplay:

This time around, JYDGE offers a futuristic aura, but with no more randomization. In fact, power ups, level goals, and more are all here and bountiful, and most of the time the action is deserving. My only real complaint ends up being the progression, which can hinder players from really finishing if they decide to go too fast.

Story/Design:

I wasn’t impressed by JYDGE’s narrative/setting, which offers an on the nose Hollywood tapestry, with little else. While it does let the game end up being a little bit more violent than its other counterparts, the lack of real plot goals can make missions feel like a shoe-in, especially if you play for an extended sitting. JYDGE is a decent game, but not great enough to where you can really sink your teeth into it.

Audio, Visuals, & Presentation:

10tons ltd has tackled the formula of JYDGE before but with different art-styles, but I found this to be my least favorite. It’s too gloomy, and doesn’t vary or pick up throughout the game. The audio design/music do fair better though, as the developers know that its not a smart idea to just through a looped track or clips in and call it a day. Lastly, the expandability of content is middling.

Conclusion:

10tons has now had three shots with this type of game, but unfortunately JYDGE is the weakest. The gameplay is there sure, but the art style and story don’t hold up against what was recently built by the same team. It just goes to show you that some great ideas don’t hold after repetitive rounds.

JYDGE gets a 6/10. (Limited Appeal)

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