Top Critic Average
There's a nice central idea to Fallen Knight, and offering players two vastly different play styles is a good twist. Sadly, the host of problems that suffuse the game from beginning to end will put off all but the most determined or masochistic of players.
A super fun 2D action-platformer with a unique twist on a classic story. Even for someone who plays a lot of games like this I was still challenged and really enjoyed the unique addition of being able to parry and disarm the enemies instead of just killing.
It’s clear that love has been put into the making of Fallen Knight, what with its attractive character designs and duo of campaigns, each with their own twist. It’s just a shame that the gameplay doesn’t quite hit the mark. Once you’ve unlocked a decent range of skills you can have more fun with Lancelot and Galahad, but even then the clunky controls and awkward parry system will frustrate.
Even with the initial problems, which are currently mostly Fixed, Fallen Knight can be considered a respected “spiritual successor” to the Mega Man X franchise. The title manages to bring together fast-paced and exciting combat, iconic bosses and a well-crafted story, aspects much appreciated in the adventure and platform genre. The experience was not only satisfying, it also left me wanting more from this universe.
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All in all though, Fallen Knight even if it has a higher entry point due to the learning curve for boss battles is one worth looking into. It’s not very long but it does have separate paths for our two Knights of the Round Table as they fight to protect the city and its people from those currently attacking it.
Fallen Knight could have been a lot of fun, but its inability to master the basic necessities means that it's hard to recommend in its current form. A Hollow Knight-style platformer with parries and counters needs to have the tightest controls possible, and Fallen Knight should be avoided until it is brought up to speed.