Brief Summary (Full in-depth review below this section) Positives ✅ Negatives ❌ • Brings back classic Jump King gameplay merged with new Soulslike combat mechanics that are handled surprisingly well • Takes fans of Jump King through new areas as well as familiar landmarks recreated in a gloomy yet atmospheric artstyle going into the 3D realm • Plenty of both platforming and combat challenges to keep players hooked as you climb up the one massive tower whilst engaging in the occasional sidequest • Multiplayer can thankfully be turned off for those who prefer the solo experience of the original • Online framerate becomes less stable the longer the session lasts, requiring restarts to fix • Fans of Jump King who dislike Dark Souls gameplay will likely be put off with the shift towards more combat-oriented gameplay • Some of the new mechanics introduced, like attributes, are not clear on what they do and could benefit with a tutorial Introduction Jump King is about as notorious for it’s sheer difficulty in the precise platforming scene as it is a masterpiece at effortlessly pulling out all manners of vitriol emotions amongst even the most calmest of gamers, having experienced this for myself years after it’s initial release back in May of 2019 where I somehow missed all of the hype and streams focusing on people’s attempts of scaling up each of the three massive and genuinely intimidating towers as they released through updates to the original game. Although I struggled myself with the original game, having eventually conquered it all on top of some Steam workshop maps, there is always that ‘itch’ for something new yet familiar all the same, something that any great game or indie will have on the minds of many once it has truly been exhausted of all gameplay and its customers are eager for more. Thankfully, after what felt like many years of waiting, the ‘sequel’ in the form of Jump King Quest has finally arrived in Early Access and now a new gigantic tower is looming over us, ready to be conquered with a new Babe of Legend waiting at the very peak! Gameplay To get straight to the core mechanics of JK, as anyone familiar with the original will already know what to expect here, you are tasked with reaching the top of the tower by means of carefully-calculated jumps with the real risk of lost progress should one misjudge and either fall short of or overshot their intended target. However, in an unusual twist for the successor to JK, Nexile decided to add some rather intriguing combat mechanics for JKQ, whereby you have what can be described as somewhat simplistic combat mechanics but with a flavour of intensity that such notorious titles as Dark Souls is known for, seeing as it is surprisingly easy to take damage when you least expect it! Also noting that, although enemies can deal a lot of damage and can knock you out quicker than you'd expect, it is possible to jump away from said threats… if you are skilled enough to handle the pressure whilst fleeing that is! This also ties into another unique point for this game where you can create your own character, choosing from one of six classes that each have their own starting weapon and armour alongside different attributes that affects which weapons and armour you are allowed to wear plus other minor elements of gameplay that I haven’t fully worked out in my initial first impressions of the game, noting that I choose to go along with the Barbarian class on account of the more direct melee damage and heavy-hitting approach that works with my particular playstyle. It helps that you aren't pummeled downwards nearly as far as I thought when you lose all HP, albeit it leaves you with a slither of health when back up, requiring this game’s Estus Flask in the form of ‘Humoral Slop’ that is found when you either kill enemies or smash up certain objects that contain them. Since this lets you store up to five gulps of the stuff at a time which heals about 75% of your health, it can be quite handy when you need to quickly recover HP after or even in the middle of a fight, though timing is key as are all things in combat! Adding in other elements familiar to Dark Souls, such as a usable currency in the form of ‘Marbles’ for spending on new gear alongside upgrading them via particular filaments and stones, and certainly you can see a rather interesting hybrid mixture of precise platforming coupled with a soulslike game taking form here with this anticipated sequel! Graphics Nexile has also made the giant leap from a purely 2D pixel artstyle over to a more 3D-esque landscape that depicts the gloomy and eerie lands, giving the world of JKQ a considerably different look when compared to it’s original. Though fans of the original may be surprised to see that the world is not entirely foreign, allowing new reinterpretations of familiar sights whilst also introducing new areas to expand the world and lore of Jump King! Though one of my biggest concerns going into this game was that the new graphics would make it more difficult to tell what the player can visibly land on as opposed to what is just scenery or part of the background, with how crucial it is to have reliable visual feedback when assessing where you can and can’t jump in a game with the accuracy that JK often demands it’s players. Thankfully the game gives visual indicators as to which platforms you can jump on for the most part, noting that simply jumping upwards will not work in most cases and requires you to jump sideways as platforms will seamlessly switch between semi-transparent and fully visible to indicate to the player if they can jump to it from their current position or not. Though a few spots were hard to work out, almost all of the game’s platforming can be learnt with a bit of trial and error without much unnecessary hindrance! Multiplayer Of all the things going into Jump King Quest though, the inclusion of a whole new multiplayer back when this game was first announced received a mixture of excitement to the new co-op and online possibilities as well as genuine fear from those who prefer their singleplayer experiences as far as how this would impact the overall enjoyment of Jump King’s tried-and-tested platforming alongside the inclusion of combat mechanics. To address this right off the bat, JKQ gives you the option to either participate fully in the wild west that is Online or strictly Offline if you prefer that solo experience from the original game, with the option to go Local for a more controlled Co-op environment. Seeing as part of the excitement for some is who will turn out to be a reliable ally or a backstabbing enemy, albeit others would much prefer having the game fully in their own control. Sadly I do have to report that the online performance, whilst starting off fairly decent in the first hour or so, gradually degrades into a rather unpleasant lagfest the longer you play it. With Jump King and Dark Souls being games that you don't want any input lag or frame rate issues, this can pose a problem for long gameplay sessions as restarting seems to fix the issue from what I have tested. Conclusion I was a little worried about how all of the new mechanics of Jump King Quest would affect the overall gameplay experience with jumping fresh into it. However, having actually tried it out for myself, the worst I can say about the sequel is that it changes up the formula of the original game a little too much, though it makes a respectful effort in merging the Dark Souls combat with an already-challenging title like Jump King and I can generally recommend what is here at present. In any case, regardless of what frustration may lie ahead, I'll certainly be keen to take on a new challenge with learning a Soulslike and here's to another legendary journey upwards to a new Smoking Hot Babe!
Read more