Neon Inferno Review


Remember the days of stopping by the arcade and putting a quarter in your favorite game, and then spending another $30 just to keep going? Or going home after school and pressing Up, Up, Down, Down, Left, Right, Left, Right, B, A, Start on your controller? These were the glory days of the run-and-gun genre, and something we haven't seen for quite some time. Contra, Gunstar Heroes, Metal Slug—these are just a few of the classics that live rent-free in our memory, and sometimes one can't help but wonder if the genre will ever see a full return.

Well, we may not be in the middle of a full revival, but developer Zenovia Interactive's Neon Inferno is like looking through a portal to the past. Pulling inspiration from the classics, the game is a unique new take on the genre that expertly blends its retro gameplay and graphics with new, modern mechanics. It is a game that feels both fresh and familiar, and it may be just the game longtime fans of run-and-gunners have been waiting for. If you are up for the challenge, that is.

The Story:

Similar to the original arcade games that inspired it, Neon Inferno tells its story through the gameplay itself. There is an introduction that tells the players about the two lead characters and their mission to take down organizations and the corrupt police department, but the story doesn't evolve too much from there—and it doesn't have to. Before each mission, players can read a quick briefing about their next target, but again, this only serves to add a little extra context to your actions, and is something that can be skipped entirely. Neon Inferno is not a game one should play for its story, but rather its hectic gameplay, unique levels, and challenging boss fights. It is a pure arcade experience through and through.

The Gameplay:

When first starting the game, players can pick between two characters: Angelo Morano and Mariana Vitti. While they do not have a direct impact on gameplay, Neon Inferno does offer a co-op mode, so both characters can be active at the same time. When playing solo, however, it is completely up to the player to choose which character they prefer, without gaining any advantage over their choice.


Once in the game, Neon Inferno plays like your typical side-scrolling arcade game, where players must advance to the right of the screen and simply take out as many enemies as possible while trying to survive. The game contains a decent variety of opponents to take on, each with their own unique attack patterns and abilities to dodge. When playing normally, the game does feature a health bar, so one can take more than one hit, but in arcade mode the title returns to the classic "get hit, you die" mechanic players may be used to. Of course, enemies will come from all directions as you progress, so one must always be on guard and pay attention to bullets and enemy movements just to survive. Eventually, the game does introduce some platforming elements as well, with the player character being able to double jump, and climb and hang from specific objects.

Although all of this is "standard" for the genre, Neon Inferno does introduce gameplay mechanics of its own which completely alter how one might typically play similar games. These changes include having a background and foreground to worry about, vehicle sections that feature multiple layers to swap between, and the ability to reflect bullets and redirect their course to deal additional damage to the enemies.


When it comes to the background and foreground, by simply holding the trigger button the player character can begin shooting directly behind them (or in front of them in specific cases), and can aim their shots shooting-gallery style. While some may expect this feature to only be used a handful of times throughout the game, the reality is this is actually a core feature that is constantly at play. In fact, sometimes it feels as if more enemies are in the background rather than on the same plane as you, and this can make things a bit more challenging in the long run.

Although the characters can in fact use a dodge roll button to get out of the way of attacks, having to constantly watch your back from multiple directions, including the background, becomes quite challenging. While shots coming at you could be easily dodged by jumping, jumping may not be an option because the area above you is being lit on fire. This means rolling may be your only escape, but then you have another background enemy shooting as well. It is complete chaos that will get your blood pumping, and nearly every level is like this. While some do offer objects to hide behind for cover, that isn't always an option, and you typically must rely on your own skill and memorization abilities to survive.

As previously mentioned, another mechanic is the ability to reflect shots. This is done by using the player character's melee attack—which can also damage enemies—to hit green-colored attacks. When reflecting normally they will simply fly back from where they came, but by using some of the energy you build up while playing, you can also slow down time, change the path the bullets will take, and even knock them into the background. When using this ability, such attacks will also deal more damage, making it a vital skill when it comes to bosses and larger enemies that one might consider to be a sub-boss. Of course, this skill takes some time to master, but once you get it down, it feels great.

The final main change to the gameplay is none other than how items are handled. Rather than picking up new weapons and power-ups in-game, items must be purchased and have a limited use. Neon Inferno is constantly grading you on how well you are doing, and clearing a stage "perfectly" will net you a decent amount of cash. This cash can then be used in the shop between missions, where you can personally decide what you think will make your life easier. With how the system is put in place, the game can actually be made easier by simply doing better yourself, but those who die constantly and struggle will continue to repeat this pattern until the end. No cash means no items, and no items means you have to clear every stage the old-fashioned way.

For those worried about how hard Neon Inferno is, thankfully the title offers a few options to pick from, with very generous checkpoints when playing on the easier settings. Hard Mode, on the other hand, features fewer checkpoints, alters enemy attack patterns, and is simply a full-on challenging experience. It is designed for those who have mastered the game or want to push themselves right from the beginning. The game does offer a replay mode as well, which allows players to select specific sections of each stage to retry, so those who struggle with only one section of a stage can always try it over and over again on repeat. This is a really nice feature to see, and it even allows you to select which difficulty you would like to attempt.

Should you play it?

Neon Inferno is a vibrant throwback to the classic run-and-gun shooters that defined the '80s and '90s. While it perfectly captures the nostalgia one might crave, the unique shooting gallery mechanics put a fun spin on the genre, and it is an absolute joy to play—if you can handle the difficulty.

The spritework is outstanding, the sound effects are spot on, and every stage is unique enough that the game never feels repetitive. Bosses are challenging, the enemy variety feels just right, and the inclusion of a replay mode with scene select is such a great idea, it's surprising how it is rarely seen in games such as this. Rather than replaying an entire game over and over again just to practice one section, one can simply load it up and play from there. The shooting-gallery mechanic was also incorporated flawlessly, and is something that will be missed when playing other titles after spending hours getting used to it. I'll admit I wasn't initially sold on the idea, but by the end I loved it.

Overall, Neon Inferno is simply an outstanding title, and fans of the genre will want to experience it for themselves.

VERDICT: Essential
Reviewed on PlayStation 5
Review Copy was Provided 

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