Do you remember those Tiger handheld LCD games, extremely limited and mostly rubbish, that you used to love so much? Future Knight’s styling is exactly, and uniquely, that: its foreground sprites crisp, black and inky; its backgrounds lucent, pastel-hued imprints. Charming, minimalist, and proudly weird, you control Future Knight, a fictional '80s cartoon hero, who must defeat The Lady of the Past — a bewildered old grandma who seems to have accidentally created a cult and erased the brains of everyone on earth.
A joint project between Studio Koba (Narita Boy, Haneda Girl) and Aeternum Game Studios (Aeterna Noctis, Eden Genesis), the Spanish developers cite the late Satoshi Kon (creator of Perfect Blue) as inspiration; Future Knight captures the eccentric nature of Paranoia Agent and Paprika, and its superb cutscene renderings, humour, and to-the-point dictation make for a surprisingly engaging narrative.
The game takes place over eight 'biomes', each broken into short substages, and each representing one hour in the countdown to doomsday. It grants you all you need without overcomplicating matters. You can run and shoot, lock to fire in various directions, dodge-roll, and melee attack in close-quarters. Future Knight is quick enough, but ungainly with his jumps, making certain areas out of reach.
This opens up the game’s second dimension: Two More, a ‘tumour’ blob-like character ejected from Future Knight's husk with a button press. While Future Knight is immobilised, Two More can stick and climb walls, has a set of limited attacks, and is often required to navigate tight areas, retrieve collectibles, or make jumps before you teleport the two back together. It’s not an original idea, but it's comfortably baked into Future Knight’s shooting action, and the limited health and power afforded to each character creates tense risk-reward moments.
While stage layout isn’t the most imaginative, Future Knight’s craftsmanship is evident in shootouts and boss skirmishes. One of the hallmarks of good action game design is when you, the player, can make the combat look good — and that rings true here. While it's a tad slow for an arcade-style game, implementing your toolset to take out an ever-evolving roster of enemies and increasingly inventive bosses is good fun.
Break-rolling through bullets is essential, as is timing your melee attack and being aware of cooldown periods for certain manoeuvres. Screens of enemies are arranged to require on-the-fly strategy: dodge here, fire there, bite through that guy running left of screen and rapidly destroy that overhead menace. While it doesn't reinvent the genre, it's assembled well enough to feel rewarding. You’ll be saved by overly-generous checkpoints early on, but will need to hone your skills later to avoid lengthier restarts. Two More ejects when Future Knight goes down, and if you can hold out for a few seconds amidst the chaos, reuniting them will grant you a fresh life bar.
There’s obvious effort in Future Knight and it’s visually very creative, especially when it toys with ideas around its mock LCD display and LED lighting. While it’s not boldly original gameplay-wise and more variety would have helped, it certainly feels unique thanks to its design work and oddball energy. If you’re looking for an arcade fix with real personality, this will serve you well. Note that, while it’s perfectly playable in handheld owing to the softness of the backgrounds, the wonderfully rendered sprites do pop better on a bigger screen.





Comments 33
just judging the screenshots at a glance, I think the pixel art style is the wrong choice for a game trying to look like LCD handheld toys?
Have you ever actually looked closely at a Game & Watch or a Tiger toy? Those LCD illustrations are NOT pixelated, they can be surprisingly detailed actually.
I've spent over 40 years actively trying to avoid Tiger handhelds. One time, there was one discarded on the pavement and I walked into traffic so as to not get too close to it
True story.
@EarthboundBenjy I completely agree with you on this one. I used to take mine apart, and my siblings, and replace the backgrounds in them, but the actual characters were extremely crisp and NOT pixelated at all. Even on the old Game & Watch LCD games.
@EarthboundBenjy Agreed, my thought as well.
And @unit_DTH I am mad I never thought to do that. I played Double Dragon on that thing non stop!
Love that indie devs play with so many classic artstyles now. This repping old-school LCD is another one for the list. Makes me want more ways for the actual old-school LCD games to be preserved.
Thanks for the review, didn't see such a game coming but glad to hear it's a thing and that it's overall good (pretty cool that it's a collab between Studio Koba and Aeternum Game Studios) - definitely interested in playing it myself at some point!
This character reminds me of someone.
I haven’t been so excited to buy a new indie game since Mina the Hollower. Looking forward to this one. Hope we see more reviews pop up for this game to get it some publicity. Thank you @Nintendolife for getting the word out there about this one!
Love the aesthetic of this one. I remember those Tiger handhelds. They never held my attention for very long, haha.
@Johnny_Arthur lol, looks like one of my Ukrainian uncles.
Really looking forward to digging into this one, haven't decided if I shall get it on just S2 or PS5 as well, just show a bit more love for it I guess. I admit, I am purchasing mainly due to childhood based nostalgia, but it's a small price to pay for an awful lot of happiness and fond memories brought back to the surface.
This art style looks fantastic, super fresh
Yep- just watched a gameplay video to see it in motion. I love it so much … I actually thought it moved like the old LCD games too which would’ve been a hell no from me. Game looks fantastic! Thanks for this review!!
I came here to say the thing about the pixel art, which has already been said so what am I doing here, you might ask.
@Markatron84 If the Tiger handheld game look like this, would you buy it? That is if the actual game is the arcade version of Mortal Kombat instead of whatever that crap the original LCD one was.
I couldn't stand the Tiger games...while I can appreciate what they are doing here, it just has zero appeal to me.
What a cool and creative idea! Also, Satoshi Kon is an inspiration? Count me in. This interests me, thanks for the review.
@EarthboundBenjy Right, and this is like, line-drawn or whatever I'm trying to say. The Tiger handhelds had pre-baked shots of the front layer's objects and characters that were then "illuminated" based on the player's input or the actions of the game. It wasn't sprites in motion, it just sort of gave the illusion of that. This is obviously different. So, to a certain extent, the aesthetics here recall the old games. But I agree with you. It's a little off for me.
@EarthboundBenjy
Right there with you on this one. Video of it is even more evident. The animations are way too fluid to be inspired by old school LCD handhelds. Animations should be at least stop-motion ish. It does look and play nice, however, but they're a tad off the mark if Tiger was they're target look and feel.
Removed - inappropriate; user is banned
Removed - inappropriate
Great idea, half-hearted execution.
X-men and Football were fun back in the day.
Also that nonsense a few comments above is seriously inappropriate.
Every Tiger handheld LCD game I played as a kid was pretty terrible. This game looks a lot better, though I'm still dubious of SammyB's claim over on Push Square that it's the best-looking PS5 release.
"Appealingling"?! 🤣
@Slideaway1983 whoops there’s a typo! Thanks for the spot
Seeing the trailer for this got me instantly laughing. It's a really fun idea for a game.
Though going by the few reviews so far, I'm not sure the actual game is fun.
@Tom-Massey no worries. It was late / early but even i spotted it 🤣👍
had a good time with a TMNT one back in the day, somehow. Fall of the foot clan I think? Turtles had like 3 animations each.
@MontyCircus I started playing the game today and played through the fourth biome. There’s very few reviews out there right now to really give the game any sway. I think the game’s about a 7 or 8 out of 10. The art style’s great. The music is similarly goofy. The game’s got solid level design. I can see the Satoshi Kon influence, but it doesn’t have the weight of Kon’s artistry. It reminds me more stylistically of the type of sardonic humor of Wario or Dr Slump. It reminds me of another game in style too, one called Garlic, but it’s far less punishing than that game.
I’d say the game is fun, but, like Mouse PI, it’s also more entertaining for its style than it’s substance and your investment in the style will likely be what makes the game more a 6, 7, or 8, based on what I’ve played. For me, I played a lot of bad Tiger Electronics games in my childhood, so playing something with so much craft is a unique novelty for me in an era where few games have true novelty right now. If you like the style, I think it’s easy to recommend. Just expect it’ll probably be a game you play in bites rather than one you try to finish in one sitting (if you’re like me).
The summer’s been slow on strong games, so it’s sort of nice to see such a well crafted game. For me, it’s the best game on Switch since Rhythm Heaven. That’s just my two cents though. I’ve been lukewarm on a lot of games recently and I like this one so far. The bosses are really well done.
I enjoy the surrealism permeating in the indie space with games like this and Rubato this year.
@somnambulance
Thank you for the review/reply! Appreciated.
I wrote a song about those old LCD handhelds called Catch a Tiger. Good memories, even if the experience was a clunky one
I applaud them for the creativity of this. I'm not really in a position to complain, as it appears to be anything better than the Tiger games of old (though there were a few fun ones), not to mention some classic G&W games. I think I'll give this one a go if it hits a sale.
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