![]() The graphical presentation of the game is also pretty slick. Indie game lovers will also get a kick out of the fact that games like Koi and Icey have tracks within Musynx, and there are a ton of tracks that utilize Vocaloid software (the box art for the limited edition launch version includes Chinese Vocaloid Stardust, for example), It also helps that each track is a blast to play, even if it’s not something to which you wouldn’t normally listen. With almost every Asian music game, the songs here will hardly be recognizable to anyone that isn’t in the music game scene, but there’s enough variety here that you’ll find a track that you’ll grow to love. The music, which is quite literally the crux of music games, is an eclectic mix of electronic beats and more lighthearted fare. Musynx nails the gameplay square on its head, and its simple mechanics add to the accessibility of the title. There’s this tactile feeling that buttons provide in a music game that brings me euphoria, and it’s much more satisfying to hear your button presses in time with the music compared to touch inputs. However, I ended up using buttons for most of my playthrough, as this game feels more suited for controller play. I was surprised that I didn’t have to disobey directions this time around. When playing handheld mode, there was no lag (which is crucial to music games), and my touch inputs felt like they had weight to them. ![]() Pressing the screen on the go feels great, even if it might take a few songs in order to acclimate yourself to the intense rate of notes flying to your screen. Due to the placement of the lanes (think more DJ Max or Beatmania where it’s a static line rather than a round playing field), using a touchscreen feels much more comfortable. You can use either the touchscreen or buttons in this game, and unlike PM Studios’ last release Superbeat: Xonic, both schemes work perfectly. That’s basically the gist of Musynx, but the difficulty will ramp up during your playtime, especially with more difficult tracks in six key mode. In true music game fashion, you can beat A and go to EX if you’re so inclined. Timing goes from exact to miss, and at the end of each song you’ll receive a grade depending on how well you did. You might also need to hold them, which is indicated by notes that have solid fills between them in the lanes. You have either four or six keys (that are readily remappable) that you must hit in time with the beats that come your way. Gameplay itself is as no-frills and simplistic as a music game can get, but in the genre, this is a good thing. For what it’s worth, the initial presentation looks great, but the UI leaves a lot to be desired. Here, they’re grouped by theme (more on this later), with the option to choose from easy or hard mode (complete with different background pictures). ![]() While games like Voez had a rather overwhelming UI when navigating songs, at least you could choose favorites and sort them by things like difficulty. The presentation looks slick but barebones, with a glut of tracks to choose from but a user interface that feels limited and confusing. From here, you can access the songlist or a “Welcome!” shop that currently has nothing in it (though PM Studios has promised that we’ll receive free DLC in the future). While this works for a mobile game, I would rather have some sort of title or mode selection that I can navigate. There IS a loading screen that pops up, but it’s easily missed. Musynx drops you into the fray from the get-go: after the game loads up from your Switch menu, it goes straight to the songlist with no tutorial or startup phase.
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