- Summary: Fight your way free in our frenzied all-boss fighter, and discover what’s waiting behind the last gate. Furi is all about the tension of one-on-one fights against deadly adversaries. It’s an intense, ultra-responsive game with a unique mix of fast-paced sword fighting and dual-stickFight your way free in our frenzied all-boss fighter, and discover what’s waiting behind the last gate. Furi is all about the tension of one-on-one fights against deadly adversaries. It’s an intense, ultra-responsive game with a unique mix of fast-paced sword fighting and dual-stick shooting. Each of the formidable guardians - designed by Afro Samurai creator Takashi Okazaki - has a unique and surprising combat style that requires focus and skill to defeat. The high-energy action gets a boost from an explosive soundtrack composed by electro musicians including Carpenter Brut.… Expand
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Furi - Launch Trailer
Jul 2, 2016Very possibly the best action game of this generation thus far, this is a rare example of every facet of a game's design working perfectly to create an amazing whole. This is an outstanding effort from a studio I’m going to follow wholeheartedly from here on out.
Pelit (Finland)Oct 12, 2016Stylish boss rush that resembles bullet hell games at times. Despite providing a tough challenge, Furi is never cheap or unfair. Tight and very responsive controls are worth a special mention. [Sept 2016]
PC PowerPlayAug 18, 2016The difficulty makes Furi pretty inaccessible, but if you like to be punished, this is the game for you. [Issue#253, p.64]
Jul 5, 2016Masterpiece. From soundtrack, to gameplay, to art, to the challenge. You can keep going how amazing this game is. Must buy for hardcoreMasterpiece. From soundtrack, to gameplay, to art, to the challenge. You can keep going how amazing this game is. Must buy for hardcore gamers. Just buy it… Expand
Jan 28, 2017I don't get the people who gave negative reviews. The claims they made didn't make any sense, but I'm not here to complain about them.I don't get the people who gave negative reviews. The claims they made didn't make any sense, but I'm not here to complain about them.
Okay, so, Furi. Insanely difficult, but addicting. Each boss has a completely different style of fighting, personality, stage, and more. The combat is engaging although not flawless by any means. The soundtrack is out of this world. Absolutely gorgeous graphics, the story develops over time in a slow, but meaningful way. Absolutely wonderful indie game. Needs more attention.… Expand
May 8, 2017I begged and pleaded with her day after day
But she packed my suitcase and sent me on my way
She gave me a kiss and then she gave me myI begged and pleaded with her day after day
But she packed my suitcase and sent me on my way
She gave me a kiss and then she gave me my ticket.
I put my Walkman on and said, "I might as well kick it."… Expand
Dec 11, 2017Furi is boss-rush mixed with some amount of bullet-hell action.
Combat gameplay is almost perfect, although i enjoyed swordplay much moreFuri is boss-rush mixed with some amount of bullet-hell action.
Combat gameplay is almost perfect, although i enjoyed swordplay much more than shooting and dodging projectiles. Controls during exploration/story parts are clunky, but auto-walk really helps with that. Difficulty is high, but very fair. No randomness involved, all fails are caused by your own mistakes.
Game is short (if you are not getting stuck at the same boss for hours), but replay value can be huge, since there is a big difference between difficulty levels (not only damage numbers but additional fight phases) and some bosses are so amazing that you might wanna beat them over and over.
Overall Furi is fun and satisfying experience.… Expand
Nov 30, 2017In terms of gameplay, it's absolutely fluid. The fights feel amazing to go through, and there really isn't much of a downside to the way theIn terms of gameplay, it's absolutely fluid. The fights feel amazing to go through, and there really isn't much of a downside to the way the game controls either (Played with a PS4 controller). There is some sort of story to the game, although a lot of it is kind of up to you to decide what's going on, and I don't mean that it's hidden away in stuff, just kind of vague. The soundtrack is absolutely stunning but there are some genuinely talented artists in there. The only reason I knocked off a point was because some bosses felt a little bit out of order in terms of difficulty honestly. The bosses moves were a bit repetitive too, but nothing too bad. Was still an absolute blast to go through and play. All in all, it's a game absolutely worth playing, and despite everyone saying there's a "difficulty curve" - there is but it's nowhere near as bad as you think. Just a bit more fast-paced than your usual game. Definitely deserves the score it has.… Expand
Jul 12, 2016Overall a good game, a mixture of combat and shoot-em up game. You have a gun you can charge ,a sword, dodge, parries to use.
From one bossOverall a good game, a mixture of combat and shoot-em up game. You have a gun you can charge ,a sword, dodge, parries to use.
From one boss to another. But there lies the first problem, a long walk to the next boss with nothing to explore but look up at the 'beauty' if you want. A rabbit person telling you about the boss that you are going to face and about the story. But it is very slow (and there is an auto walk button). If you liked a music you can just pause and it will show the artist.
Some bosses are easy while others are hard (depending). Their HP varies as well as their damage. You start with 3 KO bars and every time you "knock out" the boss, you regain 1. Depending on the fight you can regain your health slowly through some means. Whenever you knockout the boss or the other way around, you both will get your health bars fully restored.
Some fights can feel like a drag, while others are fast. Once you get the pattern of the fight, you can get more aggressive or play it safely. There is close combat and normal battle. Normal is where you play how you want. Close combat is only melee.
There are sometimes that controls feels weird. The camera not showing you what you want to see. Or getting stuck until you get knocked out or the boss to finish his/her attack. In close combat, dodging can be tricky and ends you where you don't want to be.… Expand
Sep 9, 2018Just play more devil may cry for the 8 hours you would've spent playing this game. Thank me later. You're welcome.
It really tries hard toJust play more devil may cry for the 8 hours you would've spent playing this game. Thank me later. You're welcome.
It really tries hard to be an action hack and slash game in the style of capcom, but the designers don't actually understand what makes the Capcom hash and slashes actually good. They added the part where you need skill to play, but forgot to include the part where you actually WANT to play.
The controls are floaty as **** and don't feel good. Enemy animations are really stupidly unclear. For example, look at DMC3 Cerebus. Cerebus paws draw back for horizontal swipe, raise vertically before vertical smash. Cerebus dog head shakes and sits back before launching forward, and roars before ice comes down. This makes visual sense. For a player that hasn't seem something before, the animations here have so few keyframes that the only way to know what to do is if you've seen that attack before. In which case the animation and art is LITERALLY not doing its job.
Another key problem with this game is the fundamental misunderstanding of design here with regards to flow. A lot of the time there's choice for how to deal with every attack. Eg. in DMC3 there's a safe approach, a less safe action, and super just-frame action using some bit of some move that lets you do more damage, for EVERY single move. Here what the designers did is like a scissors paper rock approach. Boss does thing, the ONLY thing you can do is this. Boss does this, here's my exact counter. Boss does this, the ONLY thing I can do is this. There's very very little choice. This is like an open world game where the open world is just one linear tunnel, like a narrative choice game with only 1 choice, like an RPG game with only 1 linear skill tree. The whole POINT of these games is so you have a whole kit of choices to deal with each attack.
If the designer is reading this review, run this algorithm over your entire game:
For i = every boss in this game:
For j = every attack the boss can possibly do:
For k = every button on the gamepad
If you can't use button K to effectively deal with action j of boss i:
Add a possibility for button K to effectively deal with action j of boss i to the game
You will find that for every J there's pretty much just one corresponding K that's actually effective. This is your problem. This is why Dark Souls is making hundreds of millions and you are still indie. Please fix this and I hope you make hundreds of millions.… Expand