Iron Danger — Seize the Moment (Beta Impressions)

Iron Danger has the charm of a well-thought-out, albeit inexpensive, project from a talented studio.

Small studios cannot be denied their desire to combine recognizable and not-so-recognizable elements into attractive designs. The Action Squad Studios team combined time manipulation, tactics, and the atmosphere of a fairy-tale adventure inspired by Finnish folklore. This is how the game Iron Danger came to be, and we got to experience its closed beta version.

The fate of a resident of a remote village was turned upside down when the settlement was attacked by soldiers in black armor. The girl Kipuna flees from dangers but fails to dodge a projectile, falls into an abyss, and a crystal pierces her chest. After this, she not only resurrects but also learns to return to the past to avoid future troubles. The heroine teams up with Topi, armed with a war hammer, and the duo rushes into battle.

We talk about the beta version of the unusual game Iron Danger

The first impression of Iron Danger is deceptive. During the introductory missions, any mistake is immediately corrected by Kipuna's ability. It's easy to avoid enemy attacks by “looking into the future.” Mistakes don't become a problem, as they allow you to replay fragments of a battle until you achieve a positive result. Gradually, real-time battles with a logical pause turn into engaging puzzles requiring many factors to be considered.

The heroes face superior enemy forces in small arenas, and they have to monitor enemy movements, carefully watch when Kipuna or Topi take damage, and constantly think about how to react in different situations. Circumstances force them to deal with a group of bandits and dodge accurate shots from archers. The duo has quite a few combat skills at their disposal. The brawny one is a typical warrior and delivers powerful blows, while his partner incinerates enemies with fire magic. Of course, skill cooldowns take time.

Hoping to lose as little health as possible in battles, you invent new formulas for success. You push someone away, knock them down, and finish them off. Sometimes it's better to retreat, set the offenders on fire, and then deal with the wounded. While exploring locations, you shouldn't thoughtlessly rush into sources of danger. For example, a felled tree falls directly onto unsuspecting enemies, and a well-aimed fireball turns a clearing into a mass grave. A potentially difficult skirmish ends before it even begins.

In the beta version, heroes encounter both standard bandits and monsters. In battle with the latter, you cannot simply repeat the techniques practiced on humans. Setting a perfect block and instantly counterattacking is often unrealistic — the creatures are too nimble, and you have to spin around in a tiny patch of ground to dodge an attack. Along the way, you watch a flying poison grenade and look for a way to escape poisoning.

The boss fight turns into a simple puzzle rather than devolving into a typical exchange of pleasantries. You need to make a giant bird approach a certain point and activate a trap. It's not very difficult, but the key features of the mechanics are used to their fullest, and at the same time, you seize the moment for synchronized actions of both heroes.

Rewinding time is only allowed for a certain number of turns, and a series of mistakes can end in returning to a checkpoint. Sometimes injuries are unavoidable, and after a fight, it makes sense to explore nooks and crannies and collect medicinal herbs to restore strength.

The developers are not lying when they mention the absence of grinding in the project description. After missions, you are offered a choice of several upgrades, both new and enhanced versions of old ones, and that's where character progression ends. No experience or stats. In Iron Danger, you have a specific set of options for solving problems, and you will need to apply them effectively.

Enjoying the puzzles in the form of duels is hindered by rough edges. Locations are not divided into “squares” or other geometric shapes. Because of this, it is sometimes impossible to estimate the radius of a poisonous cloud or an explosion. As a result, the plan to save Kipuna or Topi fails, and you either look for another loophole or it all comes down to a series of annoying repetitions. Sometimes the heroes do not immediately react to commands, which does not add to the positive experience.

Well, besides bloodshed, Kipuna and Topi only wander through small locations, look into a sauna (Finnish, of course, and only to restore health!), sometimes deal with peaceful puzzles, and chat with other characters, including nobles and shamans. The plot in the accessible part of the campaign is banal and relies on the communication between the main characters. The girl is initially not thrilled with her gift and longs to get rid of it, while her partner tries to cheer her up and convince her that great deeds await her. Dialogues are presented in text format without voice acting.

The game's appearance is notable for its bright colors and diverse scenery. The heroes walk through the city, enjoy nature, and make their way through the gloomy vaults of a sanctuary. Don't expect beautiful animations and high-tech effects. The game relies on its style and changing environments.

Analysis

Iron Danger has the charm of a well-thought-out, inexpensive project from a talented studio. After getting acquainted with the beta version, one wants to continue exploring this world, dealing with monsters, humans, huge bosses, and finding uses for all of Kipuna's and Topi's skills, turning them into an ideal tandem of sorceress and warrior. The time-rewind mechanic works almost flawlessly, and the completed part of the campaign delights with well-designed challenges.

Of course, much depends on whether the game can remain engaging throughout the entire journey, which is about fifteen hours long, according to the developers' official statement. There is no advanced progression or gear chasing, and the plot is secondary. Therefore, if Iron Danger stumbles and gets stuck in a series of monotonous moments, it will immediately lose the lion's share of its attractive features. Let's hope that the creators will not artificially stretch out the playthrough.