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Strider är tillbaka i ett helt nytt äventyr, med fantastisk sidoskrollande action och blixtsnabba strider i en mäktigt sammanlänkad värld! Ladda ner det fullständiga spelet nu för att själv bli ursprungslönnmördaren!
Utgivningsdatum: 19 Feb 2014
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Strider Update #1 Released!

14 Mars 2014

NEW FEATURES
  • Implementation of manual screen resolution and refresh rate selection under Settings.
  • Implementation of a full-screen borderless "Window" display mode inside the game under Settings.
NOTES
  • All screen resolution and refresh rate combinations potentially supported by the PC driver may be selected in Settings under Help & Options. However, if the refresh rate selected is not either 59/60 or a multiple of 60 (120, 240 etc), slowdown or other graphical issues may occur. The above refresh rates are strongly recommended to enjoy a fluid gaming experience. Note that the refresh rate setting only applies to the game running in Fullscreen "on" mode.

  • Window mode has been added as an option for the Fullscreen setting. Fullscreen value settings are as follows:
    • On: Traditional full-screen mode. Uses the resolution and refresh rate specified in the game's Settings menu.
    • Off: Traditional windowed mode. Game runs in bordered window within the operating system. User's Desktop setting is used for refresh rate (in-game setting is ignored).
    • WINDOW: "Full-screen windowed" mode. Game runs in windowed mode but the window takes up the entire screen with no borders (visually equivalent to fullscreen "on"). User's Desktop settings are used for resolution and refresh rate (in-game settings are ignored).
When to use WINDOW setting:
Window mode is recommended for those users who may experience issues when using Fullscreen mode, such as resolution drops, refresh rate issues, or crashes. If you experience any of these issues (particularly with more than one processor in the system) please attempt to use the WINDOW setting to play the game.

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Recensioner

“Hiryu is back, and better than ever”
9.5 – Destructoid

“Strider is a great reboot and a fresh action experience for newcomers to the franchise”
8.75 – Game Informer

“Strider nails the thrill of being that ultimate ninja badass”
8.5 – Polygon

Steam Big Picture

Om spelet

Strider är tillbaka i ett helt nytt äventyr, med fantastisk sidoskrollande action och blixtsnabba strider i en mäktigt sammanlänkad värld! Ladda ner det fullständiga spelet nu för att själv bli ursprungslönnmördaren!

Systemkrav

    Minimum:
    • OS: Windows Vista SP2 x64, Windows 7 x64, Windows 8 x64
    • Processor: Intel Core 2 Quad Q9550, 2.83GHz / AMD Phenom II X3 720, 2.8GHz
    • Memory: 4 GB RAM
    • Graphics: ATI Radeon HD 5770 / GeForce GTX 460 or better
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Hard Drive: 3700 MB available space
    • Sound Card: DirectX 9.0c Compatible
    • Additional Notes: Integrated graphics solutions not supported. Controller recommended.
Hjälpsamma kundrecensioner
47 av 54 personer (87%) fann denna recension hjälpsam
1,136 produkter på kontot
20 recensioner
18.3 timmar totalt
Strider stands as a reboot to an old Arcade series by the same name. The game stars Hiryu, the last remaining Strider to be sent on a suicide mission that involves taking down Grandmaster Meio, the iron fisted ruler of Kazakh City and the Earth and avenging the fallen Striders.

The game's mechanics are pretty simple, like an old school title should. It's structured very similarly to some older games like Castlevania: Symphony of the Night, Super Metroid and the such as it has a lot of backtracking as well as you gain new powers to unlock new doors and the such - which may lead to new powers, health upgrades, energy upgrades, kunai upgrades, etc. There's lots to find in the game.

It's a standard Action Platformer, Strider can jump and he can cling to walls to get to higher places. It's a very vertical oriented game and you will need to explore literally every nook and cranny if you want to find every collectible. As you gain new powers, such as the Double Jump, or the Blast Cannon later on in the game, you gain more mobility and ways to go about exploring.
*~Some stages have Two planes, meaning it's a secondary map of the same stage that counts as one stage. You need a Power for it, which you get early on in the game.
*~There's also a way to move about each stage quicker when later on in the game you get the Panther Upgrade. These are called "Panther Runs" and they serve as key hubs in a stage, you essentially transport from one to another.
*~ The Kunai (which is an upgrade btw - you may see it on a Loading Screen tip but cannot use them until you obtain them later on), is used to open doors aswell. You target a door's recepticle (not on the door itself), the door unlocks and re locks after a certain time passes, so you have to be quick on these aswell.

Some stages, like the "Black Market" stage, have all sorts of traps and environmental hazards that serve as puzzles as their own. Taking damage from some of these traps can issue a "Reset" where Strider teleports back to the nearest safe zone or they can cause knockback. In other instances, hazards, such as Acid or Lava, deal constant damage as you stand on them.

*Note - There is NO Fast Travel options for those out there that need clarification on this. If you take your time out to explore, just like in those titles mentioned before, you HAVE to travel back by yourself through the stage. Also, I'm not pointing out every way you have to open doors, that's part of the challenge.

Combat is pretty straightforward aswell, with a few twists. At the beginning, you'll have your basic Cypher (Identifiable by the colour scarf Strider has) which doesn't do anything right then and there. Strider will attack as fast as you press the button too which can help deal additional damage to bosses and enemies as well as the standard slash attack being omnidirectional. Wherever you point the analog stick is where Strider will strike. Ex- If you hold top right, Strider will attack top right. You also get a slide, which can help avoid enemy attacks and help you set up moves aswell.

Upgrades come in many different flavours. Your standard Cypher (Red Scarf - Also known later on as Reflective Cypher) gains the ability to deflect projectiles back at enemies and you also get a Charge attack very early on in the game which is needed to deal additional damage and break enemy shields. Cyphers also affect Kunais and Blast Cannon - but these upgrades need to be found separately. There are a total of 4 different Cyphers you'll be getting in the game additional to your standard one:
*Reflective Cypher (Red Scarf) - Deals normal damage, adds the ability do deflect enemy projectiles. No special Kunai Upgrades, No Special Blast Cannon Upgrades.
*Freeze Cypher (Blue Scarf) - Deals Normal damage, adds the ability to freeze enemies in place (enemies can be used as platforms). Kunai will freeze enemies on contact. Blast Cannon adds a wave where Strider is that will freeze enemies in place as you fly past them.
*Fire Cypher (Orange Scarf) - Deals the most damage, adds the ability to damage enemies over time. Kunai will attach and explode over time on enemies or ground. Blast Cannon will damage and burn enemies.
*Magnetic Cypher (Purple Scarf) - Turns Swipes into Boomerang (Cannot Mash button to attack faster - Have a max of 2 hits then must wait until blade comes back to you). Kunai bounces off surfaces, Blast Cannon deals additional damage.

Apart from these, obviously - Strider has 3 additional moves that expend energy, like the Kunais. Option-A (Eagle) appears above Strider and does a sweeping motion according from where it was summoned and hits for high damage, you'll be using this one a lot on bosses as it deals the most damage. Option-B (Panther) appears next to Strider, and moves forward until it hits a wall, then he runs the opposite direction (like a turtle shell in the Super Mario Bros games) and Option-C (Bots) summons two robots that appear around Strider that shoot spheres as you attack adding additional damage to your basic swipes.

Enemy types, sadly where the game faulters, is not very varied. You have your basic grunts with different weapon types - one can carry a Sniper Shot that if it hits you can cause knockback, another can have a rifle, shotguns, RPG's or a Machine Gun (deals most damage but won't see much of it during the game). Some grunts can carry shields - the non color shield can be destroyed by Option-A, Option-B or a Charged Swipe, likewise a Blue shield can only be destroyed by Freeze Cypher moves, Orange shields by Fire Cypher and Purple Shields by Magnet Cypher. The color shield enemy grunts only appear as you obtain the upgrades and then later on in the game, but they aren't really adding any challenge, more adding to the nuisance of having to switch Cyphers - like the Magnet Cypher, which was nigh useless to me outside of opening doors with it. One thing that annoyed me was how they only recolor the grunts and drop em on different stages, it felt a bit lazy.
Another enemy type, are flying bots that use about the same weapons grunt use and are really annoying, especially those that can cause knockback with rockets or heavy fire. Some bots later on, can actually charge at you and cause knockback. Then there are the larger enemies, like the Heavy Trooper (Yellow and Red) that have an arm that extends to where you are if they are facing you, or have napalm shots that home on where you were standing, you can deal with these guys easy though - the enemy that REALLY annoyed me was the Brainwalker, most of his attacks can cause knockback, he can charge at you and can push you off him if you're close enough - his shots can also home in on where you are.
Bosses fare a LOT better though. They all have attack patterns very similar to bosses from games like MegaMan X and some are actually pretty tough like Solo.

All in all though, bar a few annoyances, like Strider not being able to slash downwards directly if you're not jumping, the knockback state, the nearly useless Magnet Cypher and of course the game being short - this was definately one of my top games for 2014 and my top one for 2014 at the time of writing. It harkens back to older games like Symphony of the Night/Super Metroid/MegaMan X. Plays like one, feels like one and is a very welcome return for one of my old school favourite heroes very easily worth the asking price.

Pros:
+Amazing Combat System
+Fantastic Stage and Level designs
+Amazing Soundtrack
+Game looks amazing
+Great Particle and Weather effects
+Bosses can be challenging and tons of fun
+Tons to Explore and see
+Diverse Upgrade System
+Challenge Modes
+Tons of Collectibles

Cons
-Limited Enemy Archetypes
-Magnet Cypher is nigh useless in combat
-Knockback state can be annoying
-Game is short
-Odd Checkpoint system

Upplagd: 25 Februari 2014
Var denna recension hjälpsam? Ja Nej
7 av 7 personer (100%) fann denna recension hjälpsam
443 produkter på kontot
55 recensioner
5.6 timmar totalt
This is how you do reboots.

Strider Hiryu returns, along with his arsenal of animal friends (now plasma entities as opposed to robots) and his trusty sword.
Everything from previous Strider games can be found here, though this game feels alot more fleshed out in comparison to the arcade titles.

Hiryu's moveset's been given an upgrade, with some of his Marvel vs Capcom moves making an appearance. His heavy launcher from UMVC3 is here, for instance. Enemies can be juggled, certain projectiles can be parried and alot of the "outside the box" stuff from modern action games are also implemented. I really appreciated being able to pull off some combos utilizing the launcher attack and the directional light attacks in the air. Along with special moves such as a ground slam ability you obtain, there's some depth to the combat system.

Strider's an assassin, he's not a tank. As the player, you'll be dodging attacks and avoiding bullets as opposed to blocking them. Hiryu's really mobile, so it's no problem. The lack of a block button might be off putting to those more comfortable with modern games, but I really liked figuring out patterns and dodging gunfire.

Boss battles are frequent and all of them feel satisfying to defeat.

The only real issue I found with this game is that the PC port does not seem to be optimized pretty well. I have a decent machine and was experiencing some slow down in certain areas, and constant screen tearing. Especailly during cinematics.


I would definitely give this a shot if you are a fan of Strider's previous games or just action platformers in general. It's a fantastic reboot, which often times feels like that'd be an oxy♥♥♥♥♥, but it works very well in Strider's case.
Upplagd: 21 Juli 2014
Var denna recension hjälpsam? Ja Nej
5 av 5 personer (100%) fann denna recension hjälpsam
120 produkter på kontot
4 recensioner
7.2 timmar totalt
this game being 15 bucks is a joke.

and I mean that because it's worth every damn penny. this is a game on super metroid levels of awesomness, great graphics, lots of areas to explore, lots of hidden items, and just so much fun to play. this just looks, feels and plays like a snes classic just with overhauled graphics. only complaint is that the normal difficulty is a bit easy and will have to replay again on a higher difficulty setting (recommend starting on hard).

other then that this game is a gem and you will feel like you've committed a felony for only paying $15 for it.
Upplagd: 15 Mars 2014
Var denna recension hjälpsam? Ja Nej
39 av 70 personer (56%) fann denna recension hjälpsam
788 produkter på kontot
95 recensioner
10.5 timmar totalt
I got into Strider 2014 hoping it would work out as a decent Strider-title that didn't forget it's roots and that it would be a competent "Metroidvania" as well. Unfortunately, Strider 2014 doesn't accomplish any of this and stays mediocre all the way.

As something based on a arcade game, I don't like the slow action. Even when running it's quite "relaxed" in terms of speed and I wanted to abuse the "dash"-move so badly as soon as I unlocked it (which didn't work due to a stupid delay after each activation and as far as I know no way of canceling into it again). It feels limiting to say the least.

It doesn't help that the game has no real high-speed segments either (like a chase or something). In a way everything from the layout of the world to enemy placement and obstacles is actually trying to break your flow and slow you down even further. It is far from the "rushdown" I was hoping for.

Strider is reasonably agile though, combinations of wall jump / double jump and air dash allow for some simple platforming every now and then. With the exception of the "iceblock passages" (you dash through enemies and freeze them in the process, turning them into platforms in mid-air if they are flying enemies) there wasn't anything clever or exciting that would make you go to work with the movement possibilities.

Failing the platforming part, the combat is even worse.
Striders basic slash does too little damage for my taste. Back in the late 80ies he faced off against a ton of "popcorn"-enemies that would die by one or two quick slashes, allowing you to mow down hordes of enemies quickly.

It is not like that in Strider 2014 - most enemies take a lot of punishment but you keep wondering why the designers decided to make them so tanky. It doesn't really make sense as the soldiers barely do anything but shooting their lame guns. At the same time, you can't do much but eat a few shots (often fired off-screen at you!) every now and then because you are not in control of the situation.

Sure, you can charge your cipher-attack or you can airdash through them later on for significant damage but I can't help but feel that Strider seems very weak in this release compared to the original game and Strider 2 on the Playstation. He was pretty badass then but had a lot of weaksauce since then.

Later on you get some upgrades that add some strength to your cipher, killing the lesser enemies from the starting areas in 2 or 3 blows BUT in the late game-zones enemies have more HP, negating the effect of upgraded weapony and not making you feel like you have actually grown stronger - which is, in my opinion, an integral part of a working "Metroidvania"-design.

Funny enough, the Kunai seem incredibly strong in comparison to the sword. I have bested many a boss by just (ab)using them. They allow you to just concentrate on dodging while still getting in more hits than with regular swordattacks. As you progress through the game, the throwing knives become homing kunais, essentially making you not even care about aiming the damn things.

After a few upgrades a good "broadside" of Kunais loads up your "hitmeter" crazy-fast, allowing you to get into your "super"-mode very quickly. I feel like this mechanic isn't working out like it should be - or wasn't properly balanced. Also, I want the cipher to be the main attraction, but as it turns out Kunai or simply avoiding/stun-dashing through enemies is the more effective way of doing things rendering Striders mainweapon almost obsolete.

Another thing I am particularly annoyed by are the (color-coded) riotshield-guys that wander the areas - combat isn't already the fastest but these guys bring it to a full stop. They force you to charge (the right colored) cipher to break through their shields. This means flipping through ciphers all the time and just adds unnecessary clutter without any fun-gain. There was a reason Samus Aran could combine the various beams in Super Metroid - nobody likes to switch back and forth between stuff every other room. I get what they were trying to do with the Riotshields, but I am not feeling them at all.

Generally, combat gets old way fast - I kept avoiding battles because they would take far longer than just skipping them entirely. You don't level up or anything, so fights become entirely pointless - especially if you are only passing through because you need to get to another area.

Bosses are for the most part rather simple (especially once you get the Kunai) with easy patterns to avoid and learn. Due to the nature of the game (getting upgrades and all) you can basically bruteforce a lot of the big guys without even trying. Unfortunately, some have wonky hitboxes/hitdetection too (Ouroboros Mk. III's icebreath or the flame-ring from Solo II come to mind).

Overall, that's 50% of the game that didn't convince me. Sadly, the "Metroidvania"-part is just as mediocre. My biggest issues here are the lack of interesting upgrades (a lot of them simply act as door-"keys") and the map-layout itself.

Let us start with the upgrades; once you unlock the magnetic cipher that turns your catapult into a stun-machine of death there is rarely any need to go back to the other types if it wasn't for those blasted riotshields. I would have liked some more fancy stuff, like the X-ray vision from Super Metroid or different weapons like the ones the fallen Striders used.

As soon as you unlocked your basic moveset (knife-throw, slideattack, dash) it's only upgrades for health, energy and the Kunai. With the exception of the rarely used Ice-Cipher that allows for making iceblock-passages in mid-air you don't use your upgrades for anything fancy or fresh. The game stays samey from start to finish.

My biggest problem with the game is the map layout in combination with the lackluster automap-functionality. One would imagine that by the time you got all your gear together, traversing the map should be a matter of going from left to right if you want to end up in the next eastern "sector" located to the right of the sector you are currently in on the worldmap.

Well, think again - because that is not the case in Strider 2014. In order to get to places you need to figure out from which "plane" of a sector you can access certain areas. The world never really opens up as you progress - you go the same "parallel" routes that you did when you started the game. This makes exploring and going for the 100% completion tiresome and even frustrating if you realize two sectors too late that you took a wrong turn. The map doesn't help you by telling you where each sector exit leads to - making it a bothersome trial and error affair. Now add the ever respawning enemies, lacking combat and you might understand where I am coming from - Strider 2014 is a bit of mess. Navigating the map isn't fun - thanks to the stupid layout.

Apart from all that, the visuals are pretty sweet (that DX11! those particles!) and the stylized look to the world is pretty fantastic. The music, while somewhat understated, does fit the world rather nicely and the story is fun in that 80ies anime schlock kind of way. As a bonus, there is a ton of hommages packed into this, the Duke Schlange from Strider 2 makes a comeback as a crazed scientist, the Wind-girls are back, so is the flying airship Balrog battle with platforming segments against strong wind-currents.

I am kind of sad that the game itself just didn't turn out that great. It's pretty mediocre and has some big flaws that may or may not break the experience for you. Unfortunately, I have played better; better Strider games AND better Metroidvanias - chances are that you have too and if that is the case you are not missing out if you skip Strider 2014.
Upplagd: 23 Februari 2014
Var denna recension hjälpsam? Ja Nej
6 av 7 personer (86%) fann denna recension hjälpsam
560 produkter på kontot
4 recensioner
0.9 timmar totalt
Strider is one of those few old games that doesn't get the giant cult of nostalgia it actually deserves. There were several versions, the original taking the form of a difficult but innovative action platformer with excellent animation for its time. The version I played many times was the NES version, which was one of the earliest examples of the famous "Metroidvania" style of gameplay where gaining levels and abilities unlocked new opportunities in levels you had already visited previously.

This new version of Strider boldly sports both playstyles. It pays homage to the NES version with its sprawling levels filled with hidden secrets and upgrades, but it stays true to its arcade roots with lightning fast action and fast, fun boss encounters (you'll recognize all of them if you were a fan of the original). It's basically a retelling of the original story too (what little there was) so you don't need to be a fan to get into this EXCELLENT game.

Did I mention it's only $15?
Upplagd: 23 Februari 2014
Var denna recension hjälpsam? Ja Nej
164 av 194 personer (85%) fann denna recension hjälpsam
3,032 produkter på kontot
35 recensioner
4.3 timmar totalt
Definitely does the name justice and worth every cent thus far.

Graphically it's a 2.5d game (obviously). But the effort gone into all the lighting effects really shows and adds a lot to the detail level imo. Love the scarf being used as a dynamic light source. Didn't skip a beat fps wise and overall it's just a joy to play. The entire world is lovely, as is the accompanying soundtrack. Supports 1440p+ and 120hz+ setups which I was impressed with given capcoms history.

Game contains one giant world but it has reasonably intelligent level design, backtracking to unlock new areas with moves that were not accessible before and such. Guessing at the length it should last around 6-10hrs. Maybe more if into collectables and higher difficulty modes. Tight controls with a decent combo system that should keep expanding for a while.

If you're a fan of Strider or metroidvania styled games in general, at this pricepoint it's a must buy imo. Immersive and enjoyable experience so far that fans should not be dissapointed with. Thanks for being faithful Double Helix. :)
Upplagd: 19 Februari 2014
Var denna recension hjälpsam? Ja Nej