Every now, and again a game comes along with the idea of simplifying things. Many look to the Super Smash Bros. games, Nidhogg, and even Divekick as primary examples. All of which take different approaches to doing so. Smash simplifies inputs, and goes for ring outs. Nidhogg goes for a fencing theme, while Divekick reduces everything down to one button. One Strike doesn’t quite go that far, but it does try to be interesting in its mission.
PROS: An interesting take on simplifying the fighter.
CONS: It doesn’t take long to notice a formula.
CLASH: Of the art styles.
One Strike is a one on one fighter that tries to be different by living up to its namesake. You simply lose a round (or a match!) by suffering one hit. It takes a page from Soul Calibur by making each character a master of a specific weapon. There are sword masters. Dagger masters. Staff masters. They have you covered. And controlling your fighter is pretty straightforward. You can move left or right, block, strike, or dodge. That’s pretty much it.
The game has a really nice art style considering that it’s a bite-sized fighter. There are really great painted portraits of each of the fighters. But the characters themselves are done in a sprite art style somewhere between the look of an Atari 800 computer, and an NES. This isn’t bad by any means. There are all kinds of cool, little details in the backgrounds, as well as animations in them you wouldn’t likely see on these retro platforms. The drawback of course is that these art styles clash somewhat. Seeing the 8-bit inspired sprites represented by icons that could have made it into a late 90’s arcade cabinet can be a little bit jarring.
Still, while that may be jarring, and the character select screen is a little anemic, One Strike has a really cool look to it. Unfortunately there’s one major thing that kills the whole game that I’ll get to shortly. One Strike gives you an arcade ladder for some single player content. You can choose to play it on a five lives per match setting, or you can play it as a gauntlet match that provides you but one life. And these modes aren’t too bad. They’ll take the average person a fair number of attempts to clear. The concept is simple. Stab the other person once to win the round or match. Kill everybody, and you win the entire tournament. There is also a Team Battle where you can pick three characters, each with one life, and go on either an arcade ladder by yourself, or you can play in a head to head versus battle. One nice feature the game also has is the ability to set up a tournament bracket. It’s something small, but it is nice for any venue looking to have another tournament for, as your brackets are already set up in it.
But like all fighting games, the head to head fighting is what keeps you coming back. The challenge of trying to outwit, or outmaneuver them. Or to learn how to properly defend yourself. There are no combos here because it’s a one hit, and you’re dead affair. But you can still overpower your opponent in theory. Unfortunately, there is one tactic that most will discover in a couple of hours, and that is how to utilize hit stun. All fighting games have a tiny window of time when you can make an opponent unable to react. Usually a second or less. In this game you can do this with a successful block. Blocking at just the right time will employ hit stun on your opponent. They’ll have a split second where they can’t block in time or move backward. So if you’re the least bit quick enough you can bait them into swinging, you can get the block, and immediately stab them for the win. And the reverse is true.
So matches often boil down to a Swing/Block/Stab/Match Over formula. Which can get really tiresome really quick. Now to alleviate this to some degree, block windows are very small. You can’t sit in a blocking position forever. After a moment your character will go back to their standard animation. Some characters also have the ability to cancel a move by creating stances. For instance, Oni requires you to press attack twice. Pressing it the first time gets you into a combat stance. Pressing it again swings his club. So you can dodge backward after the first button press if you don’t think it’s safe. With advanced strategies like this, the aforementioned formula isn’t always going to be the way a match goes down. Be that as it may, it does happen often enough that many people may grow bored with things quickly.
It’s a shame because this hinders strategies. I’m sure someone far better at One Strike may see this, and have a difference of opinion. But as far as my experience has been playing with both people who are adept at competitive games, and others who are not, matches often result in either predictable fast matches, or (once both players have become more adept at blocking) drawn out matches reliant on turtling, or being overly defensive. All in all, One Strike isn’t a terrible game though. It functions very well, it has likable characters, and a really cool concept. But in practice, there isn’t enough here to keep most fighting fans playing it days on end. Nor are there enough characters to draw more average players into playing it for long. You could easily play this over some of the other stuff out there it’s true. But then you could also go back, and play the classics. In spite of its shortcomings I wouldn’t mind seeing a sequel though. There’s a decent foundation here. You’ll likely really enjoy it initially. But after some time with it, that excitement may wane. If it had a couple of other options in the combat to keep things interesting, a few more characters, and internet matches it would be a better game worth checking out. If you don’t mind a fighting game you’ll play for an hour at a party with friends every few months you’ll have some fun with it. But for others, unless you’re really starved for newer fighting game concepts you might just want to go back to something else. Your mileage may vary with this one.
Final Score: 6 out of 10
3 thoughts on “One Strike Review”
I believe there’s a game out there called Bushido Blade, which also depicts injuries fairly realistically. This kind of gameplay where everyone goes down in one hit is one of those things that sounds unworkable on paper, but when put in the hands of skilled developers, I can envision it working really well. That said, it definitely looks like there are some execution issues here, and if it’s just a normal fighting game where everyone goes down in one hit, it just comes across as though the developers forgot to program a stamina bar.
The one hit kill aspect is kind of cool, but there should have been a little bit of foresight into what the meta game would look like. It just gets old fast.