Zenovia Interactive puts all its style and knowledge of 90s games into Neon Inferno. A run ‘n gun that winks at the classics SNK and Konami and a classic from the late 80s: Cabal.

Neon Inferno is one of those games that has a certain effect on old players like me. The player is immediately catapulted into the smoky arcade rooms of the past where. With a handful of tokens, trying to finish our favorite games. There were no exciting stories, only charismatic albeit highly stereotyped characters. What mattered was the frenetic gameplay, the high difficulty and the desire to outdo yourself with every game. 

Everyone had their favorite cabinet, because each game in its own way had a charm that could attract a specific audience. 

Speaking of Neon Inferno, several titles came to mind plus an “honorable mention”. SNK’s Metal Slug series (1996), Sunset Riders (1991), and Konami’s Contra (1987) and Cabal (developed by TAD Corporation 1988). Neon Inferno and the developers demonstrate that they know and love these titles because they faithfully report that feeling, while also adding their own. In fact, there is no shortage of intelligent ways of combining the mechanics of these titles, creating an original style.

Let’s now examine how this title is ultimately a small pearl of the genre.

Gameplay and mechanics

Neon Inferno is indeed one of the most classic run ‘n gun and winks at the mechanics of the games mentioned above. Our character moves in a 2D environment and can shoot in 8 directions like in the arcade classics. We have a jump and a double jump, thanks to which we can reach or cling to platforms. In fact, the game, divided into missions, presents different scenarios with a lot of verticality. 

In addition to hitting enemies that attack us from all sides, in Neon Inferno we can also hit enemies in the background. This is where the reference to titles like Cabal comes from. In fact, with a perspective trick a fake depth is created which will be a fundamental part of the entire gameplay. Many unique bosses and enemies will move between background and foreground and have spots to hit in both. Aware of this and by pressing a certain button we can fire towards the background, increasing the challenge and frenzy of the action. 

It doesn’t end here because we can defend ourselves with 2 fundamental maneuvers: a dodge and a kind of parry. Dodging allows you to avoid opponent’s shots and has a very generous invincibility window.

The parry consists of our plasma blade which, in addition to being used in close combat, can only repel green projectiles back to the sender. Holding down the weapon button during the parry puts us in bullet time. During this phase we can choose the direction in which to deflect the blow received, even towards the background. Important mode because deflected shots are more powerful.

Aesthetics and level design

Neon Inferno has a great personality also on an aesthetic level and the pixel art is really well cared for and inspired. The futuristic and cyberpunk setting goes well with the story and aesthetics. A dystopian 2055 New York full of neon lights, where criminal factions fight to take control of the city. In this hell, in the role of Angelo Morano and Mariana Vitti, two killers of the Family, we must make our way and discover the rot that lurks in the heart of the city. It is no coincidence that Dante Alighieri is also mentioned at the beginning of the game.  The two selectable characters stand out not in their moveset, but especially in their aesthetics, which are also well taken care of even if stereotyped. Even the opponents and bosses had the same treatment: aesthetically refined and quite varied.

Although the story is deliberately simple and over the top, it is in line with those of the games of that period. After all, as I have always maintained, for titles like this there is a need for a narrative pretext that acts as a glue to what really matters: the gameplay.

The game is divided into missions, divided into different sections punctuated by mid bosses and related checkpoints. Eventually we will have the final confrontation with our goal. The sections are well diversified and offer variety in gameplay by taking advantage of verticality and also the idea of ​​exploiting the background. In fact, the sections on board a motorbike exploit the background feature to dodge attacks and environmental dangers. 

Once the mission is completed we will have our evaluation. Influenced by any civilians involved in the shooting. There is also a shop between missions where you can purchase gadgets and weapons (with limited shots). It is important to understand when to use them and manage the shots.

Game length and difficulty

Neon Inferno is not an easy game, but it is a relatively short game. Despite the difficulty, a couple of hours are enough to finish it on medium difficulty. Don’t be fooled though, because even on that difficulty the game isn’t easy to beat. Some battles and sections are complex and feature a certain amount of trial and error. Increasing the difficulty from medium to hard leads to a reduction in the character’s hit points and checkpoint frequency. Furthermore, the team wanted to focus considerably on replayability and on improving the score obtainable after each mission. 

Once the game is finished we can replay any mission and also choose the arcade mode. The latter consists of the concept of one shot one kill, the ultimate challenge for any fan of the genre.

On the other hand, even the developers, once you finish the game, tell you with a screen that “the real challenge lies in the hard mode and the arcade mode“. Everything lies in the will of those who purchase the game, also considering the good cooperative system of the title.

My two cents

Neon Inferno is certainly a title that fully reflects the legacy of the run ‘n gun of the late ’80s and early ’90s. Plus he has a strong personality and mood. In terms of gameplay the game didn’t do anything new. It reworks numerous elements creating an interesting and truly satisfying gameplay. The action, the frenzy and the extrication from the bullets with dodges and deviations make the player feel the strength of the characters he controls. The cooperative mode itself reminds the “older” ones of the days in the arcade playing side by side with a friend. The research and care in creating the settings with the pixel art style are truly remarkable. The audio section itself is in line with the arcades of that era with music and songs always on point and spot on.

Although the title is very valid, I cannot help but list some small problems in some inputs. Sometimes we risk not making a jump or pressing the parry but without any effect. All this does not critically compromise the game which works very well for most of the experience.

A critical issue may be the brevity of the title. In fact, Neon Inferno bases its replayability on the concept of repeating missions to improve your score. All with an increase in difficulty to the extreme of “one shot one kill“. 

I don’t feel like penalizing the development team’s vision too much. I must tell you that this may be a critical issue for some. For anyone who doesn’t think it’s a big mistake, will find a valid title. Made with awareness, care and respect for the genre.

Review Key kindly provided by publisher.

Neon Inferno

“Neon Inferno is certainly a title that fully reflects the legacy of the run ‘n gun of the late ’80s and early ’90s. Plus he has a strong personality and mood. In terms of gameplay the game didn’t do anything new, but it reworks numerous elements creating an interesting and truly satisfying gameplay. The action, the frenzy and the extrication from the bullets with dodges and deviations make the player feel the strength of the characters he controls. The research and care in creating the settings with the pixel art style are truly remarkable. The audio section itself is in line with the arcades of that era with music and songs always on point and spot on. A critical issue may be the brevity of the title. In fact, Neon Inferno bases its replayability on the concept of repeating missions to improve your score. All with an increase in difficulty to the extreme of “one shot one kill”. Although I don’t feel like penalizing the development team’s vision too much, I must tell you that this may be a critical issue for some. For anyone who doesn’t think it’s a big mistake, will find a valid title. Made with awareness, care and respect for the genre.”

PRO

  • Good pixel graphic
  • Frantic action and good shooting
  • good audio design and musics
  • A love letter to ’90s Arcades
  • Focus on replaybility

CON

  • Some little imput flaws on parries and jumps
  • Short length can be an issue for some players
SCORE: 8

8/10

I'm a musician (pianist), a nerd and a longtime manga lover. My gamer life started with a copy of Pitfall (1982) for Atari 2600, and so I grew up hand to hand with this medium until now. Later I started to look for what's behind the final product, its design and what happens behind the scenes of the video game world.