Tunche (Switch eShop) Review | Nintendo Life

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Looking for a fight, buddy? Are you looking for a fight? It sounds like the menacing question of a useless, but it is the height of decorum compared to the typical inhabitant of a scrolling beat ’em up. Tunche is no different, as its various jungle pests don’t stop to wonder how you feel about being licked, hit, or pointed at bananas; they just dive right in and gnaw on your HP.

The full game also doesn’t stop to incorporate the player. There’s a lot going on early on, with Andrex-sized scrolls and instructions, a starter camp screen soon to be filled with playable and non-playable characters, multiple collectible coins, and stalls where you shop calculatedly through skill trees. for multiple character profiles. Not to mention the in-game pickups and ever-expanding move sets for each of the five playable characters. For better or worse, it’s a far cry from the pick-up-and-play roots of the genre like Streets of Rage or Ninja Warriors (both excellently modernized for the Switch in recent years).

So what else does Tunche bring to what is already quite an interesting table? First, you may have already noticed his work of art: painstakingly crafted 2D drawings with love, inspired by South American folklore. These are satisfactorily animated and, for the most part, telegraph enemy movements so you can react to a crowd of them, although the action can get muddled when the screen really fills up. Second, the old single-action beat-em-up formula, ready to accommodate the casual button masher, has been disguised not only with collectibles and upgrades, but with roguelite mechanics as well.

In practice, this means that starting the game with some of the characters is difficult. These of course be wiped out and sent back home, ready to fire up a bit and try again, eventually gaining the resources and ability to advance through the jungle, unlock sections of the story, and search for the Tunche. But it feels tough when the first few plays can be very short and players are asked to wait about a minute for the action to load. You’ll have plenty of opportunities to listen to the music, which brings enough ideas to remain interesting and provides a vibrant backdrop. The sound design is solid and does the visuals justice.

The unlockable segments of Tunche’s story feel a bit wasted. They are delivered through fabulous comic book settings, and if only LEAP Game Studios had the confidence to let the drawings carry the narrative, they would have made the most of their greatest strength. However, comics can descend into smaller, heavier text, soaking up the magic of it all.

Tunche looks and sounds good, plays neat and consistent, and is fun for couch co-op. However, he takes his hard-hitting ideas and escapes into a dark and dirty alley where people just won’t want to go looking for him. It’s fun if you’re willing to go in and get stuck, but you’ll have to step over the broken glass of the small screen text, try not to touch the moisture-stained walls from the first repetitive roguelite encounters, and apologize for denying any changes. Spare for the verbose exposure drugged yuppie. In conclusion, yes is it so Looking for a fight, buddy, let us point you in Tunche’s direction.



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