Strider returns in a brand new adventure, complete with incredible side-scrolling action, and lightning fast combat all in a massive interconnected world! Download the full game February 19th and become the original assassin!
User reviews:
Very Positive (12 reviews) - 100% of the 12 user reviews in the last 30 days are positive.
Very Positive (1,403 reviews) - 87% of the 1,403 user reviews for this game are positive.
Release Date: Feb 19, 2014

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“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

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About This Game

Strider returns in a brand new adventure, complete with incredible side-scrolling action, and lightning fast combat all in a massive interconnected world! Download the full game February 19th and become the original assassin!

Key Features

  • The ultimate ninja returns – Strider Hiryu, the original assassin that inspired many third person action titles returns in a completely new game for a new generation of gamers as he takes on the Grand Master Meio.
  • Lightning fast combat – Use an arsenal of moves and weapons against your enemies whilst slicing your way through a massive interconnected game world.
  • Plasma Cyphers – From scorching enemies to freezing them in their tracks or deflecting a host of bullets, the indestructible plasma charged cypher offers a range of action tactics for players to use against their foes.
  • Seamless Traversal – Jump, climb and run through the expansive game world with the speed and agility of a ninja whilst climbing surfaces to gain that extra height and engaging the enemy from virtually any direction.
  • Varied enemy design – From cybernetic soldiers to immense bio-mechanical creatures the enemy types in Strider guarantee engaging and unique combat challenges.

System Requirements

    • 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
    • Storage: 3700 MB available space
    • Sound Card: DirectX 9.0c Compatible
    • Additional Notes: Integrated graphics solutions not supported. Controller recommended.
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Very Positive (12 reviews)
Very Positive (1,403 reviews)
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Most Helpful Reviews  Overall
179 of 225 people (80%) found this review helpful
4.3 hrs on record
Posted: February 19, 2014
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. :)
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99 of 117 people (85%) found this review helpful
49.1 hrs on record
Posted: February 20, 2014
I don't often write reviews but this game is jaw dropping amazing and as a gamer I had to do my part to encourage other gamers to purchase this masterpiece. The game is fluid and fast. The game plays like the Marvel vs Capcom series but with less emphasis on combos and a barrage of enemies to mutilate. It is the type of game that makes you wonder why it took so long to come out. It plays like Ninja Gaiden but with every game element taken to it's limit.

You can climb ANYWHERE, secrets are EVERYWHERE, and robotic thugs aim to punish you. Enemies come in both the cloned and overly personalized varieties. The bright flash of colors and the effects are as intense as a psychodelic experience at times. It feel's like a playable anime and it never givse you a moment to rest those button mashing fingers. Intense and hardcore as they get.

Buy this now, you will not regret it,
and thank you capcom for this wonderful experience!
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94 of 113 people (83%) found this review helpful
4 people found this review funny
14.1 hrs on record
Posted: October 15, 2015
Strider is a reinterpretation of Capcom’s 1989 arcade platformer classic of the same name. Reboots are always tricky, particularly reboots of a certain age. How much should a developer pander to the existing fanbase? And how should they entertain newcomers? Off the back of the largely successful Killer Instinct reimagining in 2013 for Xbox One, developer Double Helix Games had its work cut out for it when making 2014’s Strider.

It’s not entirely clear where game developers drew their inspiration from in the 1980s. Looking back at Capcom’s original Strider, it’s all somewhat reminiscent of a scene from Aldous Huxley’s darkly satiric A Brave New World, with its looming dictator state, pseudo futuristic flying machines, and lone protagonist forced into rebellion. Don’t get me wrong, it was great fun, but like many of its 80s peers - Space Harrier and Altered Beast, prime examples - it was also a bit mad: level progression was jarring, and it was never really clear what was actually going on. What’s clear now is that 2014’s reimagining of Strider adds a little more cohesion to the old story, whilst compromising very little of the good stuff.

With what appears to be a less than subtle point to prove, the new Strider hits the ground running, all guns blazing, firing on all cylinders, and whatever other relevant speed/capacity related cliche you can think of. It’s fast yet at the same time entirely cool, striking an almost perfect balance for the most part. Immediately following a familiar hand glider descent into Grandmaster Meio’s robot-policed Socialist republic Kazakh City, frontman Strider Hiryu wastes no time in relaying his reasons to player and enemy alike: he’s a cyber ninja and he’s here to kill. A flash of his Cypher sword immediately leaves a pair of automaton foes sprawled out on the concourse, but before their short-circuiting innards hit the floor, our hero has cartwheeled onto the next duo, executing the same lightening speed maneuver to devastating effect. And so Strider sets the pace which it manages to maintain almost from start to finish, doing so whilst retaining the vigor and swagger and red scarf-flailing of the protagonist’s quarter of a century-old predecessor. Best of all - it looks and feels brilliant.

Much similar to his older brother, Strider Hyru is capable of such enemy trouncing acrobatics in concert with a wide range of skills. The only difference this time round is that the ninja’s skill-set must be learned, each individual skill in turn, via the game’s freshly imposed Metroidvania structure; or “gear-gating,” a term which seems to be becoming increasingly popular. At first, Strider’s arsenal is limited, but this is matched by lesser-skilled baddies - largely generic foot soldiers in the opening stages - whereupon enjoying the velocity of the kill is more important than strategy, something which actually never gets old. Health orbs appear in abundance early on too, diminishing only slightly as the game progresses, but with a slew of evenly-spaced checkpoints throughout, back-tracking never really becomes an issue.

Although reluctant to overuse the slightly lazy term ‘Metroidvania’ - Strider is a bloody good one. By adopting such a mechanic, not only can powerups like sword-charging be learned - used to cut through shield-bearing foes - but classic stunts such as Hyru’s signature double jump can also be accrued, adding not only a clever layer of depth to the game, but also a certain level of order - something distinctly lacking in the original. As expected in gear-gating games of this nature, each respective boss battle requires deft use of the previously learned skill - my favourites including the ability to deflect bullets ala Metal Gear Solid’s Grey Fox, and manipulating time portals in order to unlock otherwise inaccessible areas - with completion often unlocking the next in turn. This works well on the whole, however there are the odd occasions where confusing layouts, regardless of the HUD map and pointer icon’s input, lead to lengthy misadventures which terminate at superfluous collector’s items, as opposed to the ‘right way’ - ie the next boss. For a game that relies on - and largely operates in - its fast-action, high-octane sequences, this proves incredibly tedious, placing a needless obstacle between the player and what the game does best.

Another issue with Strider’s setting is its lack of variety. Although integral to the original, Kazakh City wasn’t the game's lone location, as an Amazonian-style jungle and Arctic-inspired snow land also featured. These zones were initially included in early screenshots of the 2014 edition, however were dropped from its final iteration. This leaves certain areas feeling slightly monotonous - particularly in the latter third of the six hour or so quest- only noticeably switching things up upon entering Meio’s headquarters towards the game’s end. This, however, is best portrayed here by a gravity switching sequence, which will more than satisfy those in search of nostalgia.

But what Strider lacks in landscape diversity, it makes up for with deft use of camera angles. Although fixed throughout, the way in which the game switches from close to long range with each scene serves to govern the pace of each battle. With interchangeable camerawork akin to the Oddworld series, bouts viewed from distance tend to be drawn-out, planned affairs, wherein the player is afforded the time to pick and choose which enemies to engage with, traversing walls and ceilings with the strider’s automatically activated grapple hooks; whereas closeups regularly become a mash of sweaty, quick-fire button-bashing until everything on screen has stopped moving.

Boss battled are designed to steal center stage, and often do. Each showdown has a sequence which must be understood and then adhered to and followed in order to match each antagonist. That said, some foes can be outdone by simply seizing space and battering the attack button, racing your health bar against theirs. More often than not, following the correct process works best but can at times becomes frustrating, as the difficulty of each boss is less than predictable. How much of a problem this actually is depends on the player, however I saw this balance of challenge and luck more of an homage to the difficulty of the coin-operated games of yore, of which Strider hails from.

Strider is unapologetic in its approach: it’s a Metroidvania that thrives on speed, slashing, and general carnage. It manages all four very well. Story-lite it may be, but it never tries to be otherwise, and a host of bosses and enemies such as mechanical crabs, robotic gorillas, and snaking mechanised Chinese dragons, not to mention an army of drones and Strider-sized soldiers all keep the entertainment flowing. Of course the aforementioned cyber mammals, reptiles and arthropods will likely resonate with existing fans; yet the ferocity of these battles will also appeal to newcomers. And that’s why this Strider works as a ‘remake’ - it clearly is a new game, built from the ground up, but is also laced with sentimentality.

Bear in mind the original Strider was introduced as a coin-op arcade game, predating the 90s and a fair whack of the modern market, therefore capturing a new audience is something Double Helix has clearly also set out to do. Match this with the Californian outfit’s reimagining of Killer Instinct last year, and it would appear they know what they’re doing when reinterpreting the classics. By adopting a Metroidvania-guise here, rather, gear-gating, Double Helix shows that it can in fact teach an old dog new tricks.
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53 of 61 people (87%) found this review helpful
5.6 hrs on record
Posted: July 21, 2014
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 oxymoron, but it works very well in Strider's case.
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52 of 60 people (87%) found this review helpful
14.6 hrs on record
Posted: November 1, 2014
Upon its release, Strider promised gameplay faithful to the original series and attacks as responsive as your button presses. Poor marketing if you ask me. They leave out the magic of the Charge Strike Meter, which fills up every time you hit an enemy without getting hit yourself. Charge Mode is best described as "Fry with 100 cups of coffee" mode and for my money, blows away its Sleeping Dogs equivalent in the dust. It transforms the gameplay entirely, turning your Strider from a vulnerable hoppy-avoidy ninja who has to manage his button presses into the ultimate human chainsaw able to finish off monstrous killer robots before they can fire off their next shot. You lose all of that power the moment you get hit, so there's actual tension in those hellish games of chicken.

It might seem wrong to enjoy a Strider game on the strength of playing a death-crazed berzerker rather than a nimble evasive ninja, but it's fun in its own right and that's what counts; right? Dare I call it an intelligent button-masher? Because you work to enter Charge Mode, you work to stay in Charge Mode and you work to take advantage of the 5 seconds of Charge Mode, I say yes. That's right: Strider is worth your money for the 5 seconds of Charge Mode it provides. The exploration aspect? You live in a bleak cacotopia where every enemy is a one dimensional evil baddy. Finding stuff is a chore, not a reward. The attacks most associated with Strider, to wit the Slide and the Down Strike, feel tacked on by the necessity of this being a Strider franchise. In practice, these attacks are mostly used for area unlocking rather than combat. I might've bought this game on the strength of its franchise but now I've discovered a much greater, far more exciting game that would exist outside of it...

Other weapon mechanics are a mixed bag.Your Kunai and Options are powered by an energy bar which refills over time, encouraging you to use your specials at any time without taking undue importance from your Cypher attacks. Your Cypher Upgrades on the other hand seem oddly mismanaged. Your first upgrade is the Reflect Cypher and it's the coolest by far, turning you into some sort of Jedi and allowing you to reflect bolts with your sword if you time it just right, opening up synergy with the Charge Mode mechanic for its slowdown effect. Too bad enemies stop using reflectable bolts midway through the game. The second upgrade is the Burst Cypher and completely trivializes all other upgrades by simply making your enemy explode. It is, in fact, the best upgrade. Third upgrade is the Ultra-Cold Cypher, for turning enemies into ice platforms and better explore the game whle the fourth upgrade fires ranged boomerangs from your sword, somewhat defeating the whole "you have a sword, your enemies have guns" motif inherent to ninja-related games. It's the last upgrade though, and as such feels enough like an end-game mechanic that you forgive it for being dead simple.

Although not as exciting as the combat, the platforming can be enjoyable on its own thanks to the Plasma Catapult, your 8-way short-ranged teleport dash device. The challenge comes from planning your trajectory, working the flexible nature of your jumps along with the linear nature of the Plasma Catapult to form elaborate mid-air travel paths. The Plasma Catapult also gains from the Cypher Upgrades to form some cool but essentially useless gimmicks. For example, the Magnetic Plasma Catapult turns the targets you pass through into living magnets for enemy fire! Too bad it's tied to the ranged Magnetic Upgrade, making it more convenient to just shoot them from a distance. In fact, every combat gimmick tied to the Plasma Catapult is nullified by the fact that the Plasma Catapult phases through your enemies, bypassing the very notion of combat!

On the topic of Challenge Mode, one important notice for the developers: you need a way to show the player his top score and rank in a stage BEFORE they clicks the mission, so the player knows which stage they aced and which stage still needs work. Otherwise, since Story Mode is rather short and offers rather little replay options, alternative modes of play become greatly appreciated. Thankfully, Challenge Mode missions are built around the best aspects of the game: races across the city, and combat!

I gripe, but I had fun. The developers, Double Helix Games, have thrown a great deal of ideas at the wall and many of them stuck. You want a sequel and you want an editor, someone who will focus the game on the more thoughtful mechanics and axe all the overpowered ♥♥♥♥. No seriously, the first Option you unlock, the bird, turns each and every boss fight into easy mode. EVEN THE END BOSS FINAL FORM!

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48 of 59 people (81%) found this review helpful
18.3 hrs on record
Posted: February 25, 2014
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.

+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

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

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63 of 84 people (75%) found this review helpful
16.3 hrs on record
Posted: February 19, 2014
Damn good action platformer. Its very fast paced and exciting.
Metroidvania-style progression through a city overworld.
It might tax your computer a bit due to how constantly fast-paced the gameplay is. But if you can run it at full graphics, Strider is a beautiful 2D platformer as well.
Its the best matroidvania game ive come across in quite some time, so if you like that kind of experience, you can't really go wrong with this (unless you really hate fast paced action).

Worth it at full price, a must-have on sale.
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27 of 29 people (93%) found this review helpful
12.6 hrs on record
Posted: May 13

The plot is pretty simple, you're a ninja sent to kill the evil mastermind Meio who has dominated the world and for that you have to infiltrate into his city fortress, making your own path by destroying his minions and getting stronger in the process.


Menu interface:
By pressing the map button you also can access the menu:

The map can be zoomed in and out and it highlights power ups if you happen to get nearby enough. It also allows you to check maps of the areas you already explored.

I had troubles checking other areas using the map. It seems the coordinates of the map stick to you so other areas map's are not centered and you will need to zoom out and then try to find it, there are also cases when you can't see the whole map if you are not completely zoomed out. Since the scrolling limit is reached before you get to the edges.

Then you have an equipment tab which only purpose is to tell you the skills and power ups you unlocked so far.
It kind of spoils the game since it tells you how many health, energy and kunai power ups are in the whole game and also the quantity of "locked" slots hints to the quantity swords and dashes you will get on the long run.

And finally a suit tab, as you explore you will find different ninja suits which can used as soon as you get them. These suits have a small lore and are purely cosmetic (they're just palette swaps).

It's quite fluid. The controls are very responsive and easy to use. Hiryu moves really fast and can jump into walls and ceilings, moving between them is relatively easy and this allows to explore the map to find hidden bonuses and power ups.

Hiryu can run/jump/climb and attack with his sword at the same time giving him a lot of fluidity while attacking. You can also change the angles of your slashes. Depending on the situation, charge your attack and deal a high damage slash or deal quick slashes at the speed of your button mashing skills.

You also unlock different elements for your sword, and kunais which allow you to reflect projectiles, burn, blow up, freeze and stun enemies and different kind of skills, adding lots of variety to your attacks.

Each area is interesting in its own way, the first areas are quite basic, letting you learn the ropes and the limits of your starting abilities and each area increases the platforming difficulty taking into account the mobility skills you have acquired, forcing you to use them to its maximum potential. ex: as you acquire double jump, the next area will ask you to jump an electric barriers which would have been impossible if you lacked that skill.
This also happens when you unlock air dash.

As you go further into the game, you unlock different types of "swords" and skills which, in a really metroid-esque style, allow you to gain access to previously inaccessible parts of the map or warp between areas. The map is indeed big so these fast travel devices really help at moving around the areas (which you will do a lot if you want to find all the hidden power up and extras which are almost always behind a door that can be unlocked with one of your newly acquired skill).

One thing I noticed is that these "warp" devices, while they always take you to the same place, it is never previously told to you to where you're being sent. So if you don't memorize where each one will take you, you could end up wasting some time.

The enemy variety is quite lacking tho, it relies on upgraded version of the same enemies to up the difficulty as you keep advancing.

You have infinite lives, there are a few checkpoints in each area, if you die. You get a fision mailed screen and then spawn in one of them so you can try again.

The enemy variety is like this: mech-soldier, turret, big dudes and stationary cannons.
  • Mech-soldiers: They're pretty much the same. Their variety relies on what weapons they use (rifle,shotgun,machine guns, small rocket launchers or shields), most need from 1charged slash and/or 3 slashes to die since they grow a bit more durable as you progress.
  • Flying turrets: They're pretty much the same as mech-soldiers, except airborne.
  • Big dudes: Durable and slow, they telephone their attacks and can be easily kill-able by just jumping from their left to their right (they prioritize turning and they do it really slow).
  • Stationary Cannons: Placed on walls or ceilings, they shoot at you rapidly, recharge and shoot at you again.

Outside of bosses, the game is relatively easy even on hard difficulty. The charged attack has a wide range, deals high damage which allows you to take care of many enemies in a row and just needs approx. 2sec. to charge. Your normal attacks interrupts most enemies so as long as you keep hitting them they wont retaliate. As you get more power ups and new skills, you keep getting stronger to the point where most enemies won't really pose a threat to you.

Platforming is also quite forgiving. Stepping on the acid/lava deals low damage as long as you jump out of it asap (which is pretty easy since the pools are shallow, they reach Hiryu's thighs at most) and anything that should one-shot you just does some chip damage and then returns you to the closest safe place you landed before so you can try again. So save for some exceptions, it's almost impossible to die from failed platforming,

The bosses difficulty is harder compared to the normal enemies. They follow attack patterns as you lower their hp and enter "phases". this can be learned mid-fight, so as long as you learn it, the easiest ones should be doable on the first try.

You're most feared enemies will be the popup messages by npcs which take space near the bottom of the screen, hiding enemies, traps and projectiles which you could have seen otherwise.

There really isn't any memorable soundtrack here, nor there are area specific music, so you will end up hearing around 5 different musics as you play.

There are a few extras that are unlocked by discovering them in hidden parts of the world areas.
  • Artwork: Developers drawings and drafts
  • Enemy data: Description of enemies and lore followed by their respectives 3D model.
  • Challenges: Gauntlets and Speed runs. Clearing them would provide of an extra hour of gameplay but this doesn't really unlock anything additional.


Strider is a decent game, It takes around 10hrs to clear the game if you backtrack to get all the power ups and most extras(I got around 78% of the extras when I cleared the game) I did backtrack on my own to get them earlier as soon as I unlocked a new skill, thinking I would never go back if I hadn't... The game had me go back anyways. So knowing this, one a new run it would take me 1 hour less or so to clear the game.

The controls are nice and each new skills adds a lot to your mobility and damage but they don't really offer enough to provide the possibility of multiple playstyles until very late game. the platforming is quite challenging but also very forgiving in deadly areas via re-spawn. The difficulty is intermediate even in its highest difficulty with not much enemy variety.

I would recommend it as long as you buy it on a 50%+sale.
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23 of 26 people (88%) found this review helpful
1 person found this review funny
11.7 hrs on record
Posted: January 20
Strider is one of Capcom franchise that been on arcade in 1989.
This is a 2D Side scrolling hack & slash game. It's a mixed of Megaman + Castelvania or Metroid.
There are various skills and items to unlock in the game.
Some item can't be reached at first because you have to unlock it with a certain skill.
You will explore all the places over and over again because you just got a new skills.
The boss fight isn't hard if you have know the pattern.

I love this type of game because I love to play any game alike.
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59 of 89 people (66%) found this review helpful
2 people found this review funny
Not Recommended
15.3 hrs on record
Posted: February 23, 2014
As a Strider fan, this game was a disappointment.
Compared to other "metroidvania" games, this game is a disappointment.

New and improved review with impressions I wrote up when asked for specifics about why I disliked the game so much.

For the record, I spent somewhere in the neighborhood of 9-10 hours with Strider. It was just enough to get 100% and then delete it from my hard drive immediately.

I can honestly say I will NEVER play that game again. EVER. And here's a list of reasons why:
(1) There is no variety, in anything. There's two main types of levels -- futuristic cityscape and sewer. Maybe you could count the temple area... maybe... but it reminds me a lot of a blend between the sewer and the city. This makes it feel like you're never going anywhere.
(2) Continuing the no variety, there's maybe about 6 enemy types throughout the whole game, not including bosses, and that MAY be including the stupid-♥♥♥ color coded enemies.
(3) Speaking of, it has color coded enemies, enough said.
(4) There is no challenge. At all, except for the first boss on hard if you haven't played before, the expected cyber gorilla fight because he does ridiculous damage, and one random encounter in the elevator on the ride up to the boss which is a difficulty spike of epic proportions on hard (I had 100% of the upgrades and only was able to manage it once I started using the gravity/purple slingshot for the special ability).
(5) The game is short. Ridiculously short -- and there's nothing to make you really go back because the combat is just mashing x for the most part. My first run, collecting everything, on hard (first time playing) clocked in around 6.5 hours, give or take. My speed run to get the final achievement would've clocked in at under 2.25 hours easily, but I decided to go out of my way to get a few extra upgrades just to make sure I wouldn't have a problem with that poorly designed encounter in the final area.
(6) The gameplay, at it's core, is extremely simple and ultimately boring. There is a practically useless upward attack mapped to Y, which was only ever useful for some of the reflecting projectiles from the wall cannons, so for the most part, combat is a total snoozefest. I was bored of the combat (and traversal mechanics) within the first 45 minutes or so and the only ability/upgrade that gave me any sort of repreive was the slingshot catapult which you get kind of late.
(7) The "cutscenes" are some C-level voice acting. You would think this is some fan made Strider game that failed out of kickstarter and was made anyway judging by this stuff. Add in the ridiculous "portraits" that don't match and sprinkle in the non-existent story and that side of the game makes it so that gameplay (as usual) should be the reason to love the game if there was one. But based on the above points, there's nothing good about the gameplay, as far as I'm concerned. It's mediocre and boring, at it's best.
(8) The lack of attention to detail really bothered me... I had a bunch of examples, but the one that always gets me is that from the very moment you take control of Hiryu, he has a pouch/pack on his shoulder containing kunai -- you get a very good look at it during one of the first parts of gameplay. And yet you don't actually get the kunai ability til 50% of the game is over. There were other examples, I'm sure, but this is the one that just stood out for me about all others.
(9) The lack of NG+ kills any potential hope of replay value. Did you miss collectibles? Did you want to get every single retro "collectible" they hid in places (which are kinda lame themselves)? Oh, you already went to take on the final boss? Tough, start over from scratch. And I don't think they ever patched it in.
(10) Beyond all this, the game had technical issues like crazy. While I never really encountered many, I have a pretty good graphics card and it's more than capable of handling the game as intended with DX11. But for those without such niceties? Good ♥♥♥♥in' luck.

I could probably spout more reasons I did not like the game, but for me it was the most boring and disappointing way that Strider could have returned in his own game and I'd honestly rather have the PSX game via emulator or play the arcade rom in the Capcom collections on my Vita. My nostalgia hyped me up and the promo trailers they put together gave me hope for the game when I originally thought it would be bad since announce because I didn't like the 2.5D or the Metroidvania direction it was going in. I gave in, I got it for about $9 and made a bunch of that back via playfire rewards for 100%'ing the game. But I still wouldn't recommend it to anyone, ever, and I highly advise anyone interested make sure they check out one of the demos for the game on consoles if possible. If you own a PS4 and have PS+, get it that way, maybe you like it, maybe you have fun with it because your expectations were non-existant due to not knowing or caring about the Strider franchise. But as a die-hard Strider fan? This is not the game we deserved, not even close.

So to be fair, my hatred of Strider comes from the intense disappointment I felt for the game. If you're not like me, you could probably play the game, maybe enjoy it for what it is, and it would be like a 7/10 max, but probably more like a 5.5-6.5. But for me? It's the most disappointment I've felt in gaming since January of 2002 -- where after 15-20 hours invested into FFX, I found that I did not like the game and thought it was terrible. And I kept pushing forward hoping that the next few hours would change my opinion... but it never happened. This is the same thing that occurred for me with Strider 2014. I kept pushing forward hoping it would get better and I would like it... and I never did. In fact, if I'm talking Capcom reboots, I would put DmC leagues above Strider... but that's another story.

I know I talk like Strider came to my house, beat my dogs, and then ♥♥♥♥ in my microwave... and that's a bit of hyperbole... it happens because of the disappointment I had with it after letting my hopes and expectations rise the week before it's release.
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Recently Posted
6.4 hrs
Posted: October 21
Fun "metroid-vania" style of game where you play a cyberpunk ninja. The story is fairly unremarkable, but serves it's purpose of carrying you through various zones and boss encounters.

Level design is pretty solid, and each area is full of skirmishes with mooks, hidden secrets, and secrets that are obvious but require items that are obtained later in the game. Enemies can be threatening and require use of a decent amount of combat techniques learned throughout the game.

There are definitely some overpowered weapons available to use, but they are optional items, so they may not be encountered without some searching around the level. The blade-changing mechanic is well-implemented, and there were never situations where I felt like I needed to rapidly switch back and forth between various powers.

Boss fights are the highlight of the game, ranging from reflex-testing fights to bullet-hell dodging and positioning tests.
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4.8 hrs
Posted: October 15
Good, but short and also is metroidvania.
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9.8 hrs
Posted: October 9
Amazing metroidvania
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0.3 hrs
Posted: October 3
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8.1 hrs
Posted: October 3
To start it off, I enjoyed this game.

In the beginning, I felt it was fairly bland, but it slowly turned into something much better. I initially felt this way due to simply being able to go through the metroidvania-like map by dashing forward and pressing one button to go through enemies. While it was like this for the first 90 minutes or so, it became much more challenging. The enemies changed from being one dimensional and the bosses were actually challenging. They weren't impossible to beat, but it did require that you face them 2-3 times and learn their attack patterns.

This game has much more to offer than what I experienced/was willing to do, but that's generally the type of gamer I am. I prefer to play for the story instead of trying to unlock every single little thing. There are unlockables scattered all over the map, but I pretty much just went after the power/energy upgrades instead of actively searching for hidden content.

Overall, this is a fun game and I recommend it. 3.5/5
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4.6 hrs
Posted: October 2
Cannot recommend this game. Nothing fun here for me.
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7.0 hrs
Posted: October 1
i only have 1 thing to say about this game "MAKE A SEQUEL CAPCOM!!!"

MY GOD this is by far one the best Strider games i have EVER played combine Ninja action plus Metroidvania like elements and you got one game there you will just keep on playing

im a sucker for those Metroidvania type games

Dust: an Elysian tail
Castlevania: Symphony of the Night
and now this game is on the list!
(i might have forgotten a few please let me know if i miss any)

but anyway i would HIGHLY reccomend this game the Arcade versions of Strider don't even come close to this awesome game

if you didn't play this game you are missing out!!

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0.2 hrs
Posted: September 24
Where do i start with this atrocious peice of c rap.

1. next gen visuals, but looks like a it was thrown together using an asset store
2. cool ninja, but same animations over and over and this ninja can only run, jump, attack and slide
3. lost of enemies, but they all die with 2 hits
4. enemies arent' overpowered, they wait around to be slaughtered or follow trite patterns
5. its a remake of a classic game, original was better.

this game is horrible, i've played mobile games that are more fun than this t urd.
since i got it as part of a humble bundle i don't mind that it sucks really bad, but i wouldn't pay more than $3 for it.
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10.2 hrs
Posted: September 19
Amazing Simply Amazing
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1.1 hrs
Posted: September 17
I played alot of Strider on the NES when I was a kid. . . and I tell you when this remake busted out the Kazakh theme remixed in the first stage, it hit me right in the feels. The action is really fluid, exactly like a Strider game should feel. I really like the different perspectives and the 3-D aspects of this new iteration. It has crashed a number of times on me, which resets me back to the last checkpoint, but the gameplay is so fun I didn't mind all that much. If you were a Strider fan, or appreciate metroidvania games, this game is really worth it.
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