I’m going to start off this review by saying something that may cause a number of you to gasp. Well, maybe. Anyway, here goes: I had never heard of Space Adventure Cobra until I came to try this game. Okay, here’s your chance to gasp. All this time, I thought this was “just” a very well-made anime-style action-platformer – well, it turns out it’s actually based on a classic anime series from the 1980s. You know, the fact that every single cutscene is made up of scenes from the actual anime should’ve been a dead giveaway, but I’m dumb, so do forgive me.


Guns and gadgets
Simply put, the gameplay is pretty solid, albeit there are a few caveats and exceptions I’ll mention later on. The opening scenes pretty much give you a good idea of what to expect: you control Cobra, the fearless space pirate who uses a wide variety of gadgets to get through a number of life-threatening situations. You’ve got a grappling hook, wall-climbing boots, exploding cigars, and of course the Psychogun, Cobra’s signature weapon and the main thing that will decide whether or not you enjoy this game at all. It’s a gun that allows you to fire off manually-guided projectiles that are able to hit multiple targets at the same time, making life that much easier for Cobra during both combat and platforming segments. The Psychogun is one of the most important aspects of the game’s mechanics, and it’s just insanely fun to use; pressing the corresponding button freezes time, allowing you to tag multiple enemies as you guide your little snake of a projectile through the bodies of your enemies – once you’re done, you let go of the button and watch as Cobra takes them all down in style. It just never gets old, if I’m being honest.



Not-so-precise platforming
And now for the things that slightly annoyed me. First off, the controls. Cobra moves and aims his gun with the left analog stick on the gamepad, and you can’t actually stay still and shoot from a stationary position unless you hold down a separate button for it. What’s more, there is no alternate control scheme available that would allow Cobra to be moved with the D-pad instead of the analog stick, which ends up genuinely hurting the overall experience. In a side-scrolling platformer like this, precision is everything, and let’s be honest: analogue sticks aren’t exactly great for this genre. I would occasionally miss jumps, take unnecessary hits and even get killed simply due to how awkward and uncomfortable it is to try and control a 2.5D platformer with a thumbstick, and that’s not even factoring in the various other input combinations available.


Bossed around
The second thing I wasn’t tremendously fond of concerns the game’s boss fights. They’re… not that good. The actual levels you go through are always great, mind you, but every time a boss comes up, whether it’s an end-of-level big bad or a mid-level miniboss, the game kind of just… stops being fun for a while. I understand the need to create gimmicky fights that force you to use Cobra’s gadgets, but I just don’t think they worked here. They end up being *too* gimmicky to the point of frustration, if that makes sense. (Looking at you, Crystal Bowie.)


Cobra man, Cobra man, doing what a Cobra can
Despite those issues, though, I had a generally good time with the game. I don’t think it’s going to be everyone’s cup of tea, and I don’t just mean the *extremely* retro 80s presentation. The game’s control scheme is definitely an aspect that requires some getting used to, and it’s not something that really gets better over time – you sort of just put up with its awkwardness and learn to play the game with the handicaps it creates. However, it stands testament to how fun the core gameplay is that even despite my frustrations, I still had a grand old time zipping across rooftops and taking down baddies with my trusty Psychogun and various other gadgets. Space Adventure Cobra: The Awakening may be a flawed gem, but it’s a gem nonetheless.


