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  • Anti-Climax Boss: New Dawn starts with pretensions of being a sequel to the main story but then promptly ignores this for the rest of the mode, which is made up of remixed stages with no cutscenes. Then it turns out the new Big Bad is... Breen, the first stage boss who has been refought a few times by now. He's unchanged aside from bringing clones of the protagonist as mooks, and can be instakilled by the gravity well attack.
  • Best Level Ever: Stage 9 has eight encounters that feature all the enemies in the game and is set to very exciting music. It's very fun to get a good flow in this stage, as there's plenty of opportunities to rack up hundreds of combos and to use the gravity well super to wipe trios of enemies out. It is also generous with checkpoints, so there shouldn't be much complaining if you end up losing.
  • Goddamned Bats: The missile hazards in certain levels aim at the Wanderer's position and have a wide area of effect on hit. Even though they'll damage enemies, the missiles can be distracting and either cause you to take a hit or disrupt your combos when the enemy you were about to parry gets blown up instead.
  • That One Attack: In the final battle, Dyson can shoot three lasers in a row. It can be surprisingly difficult to figure out when and where to dash in order to fully avoid it, to the point it's easier to manipulate his A.I. pattern so that he'll only fire lasers when you have a super move available to interrupt him.
  • That One Boss: The first proper New Dawn boss is a just palette swap of the scorpion gardener guy, but now he's very agressive and there'll be three plant monsters all over you all the time. As before, it takes 12 parries to enable the shockwave super that lets you hurt the boss at all, but you must know when to stop parrying and run away or else the boss will easily corner the Wanderer and deal a ton of damage with his unavoidable tail attack.

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