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Phantom Fury is a mere phantom of the classics – Review
Phantom Fury, created by Slipgate Ironworks, is a shooting game inspired by old-fashioned games like Serious Sam and Half-Life. However, it doesn't quite capture the excitement of those games.The main character is "Bombshell" Harrison, with her robotic arm. Unlike Ion Fury, which was influenced by Duke Nukem 3D and DOOM, Phantom Fury takes its cues from games of the late 90s and early 2000s, like Serious Sam: The First Encounter.
Ion Fury was liked by players, but it was made by Voidpoint. Phantom Fury is made by SlipGate Ironworks, known for not doing so well with their previous game, Bombshell.
Even though Phantom Fury is a sequel, you don't need to have played Ion Fury to enjoy this new adventure. The story is more like background noise anyway. Shelly wakes up in an underground base, grabs a stun baton, and sets out to save the world from some kind of trouble. Along the way, she makes jokes and one-liners, but they aren't as funny or memorable as Duke Nukem's. Sometimes other characters show up to explain why everything is exploding, but they don't do a very good job of it
Phantom Fury's combat is fast-paced, with lots of strafing and hiding behind cover while you battle waves of enemies. The action is basic and lacks good feedback when you shoot enemies, and the weapons feel weak. It's not terrible, but the shooting isn't very enjoyable either—okay at times, but mostly forgettable. The game could use more different types of enemies to keep it interesting.
One thing Phantom Fury doesn't focus on enough is Shelly's robotic arm. You can use it to smash enemies, but I rarely used it because there are plenty of guns available. It's surprising that the arm isn't used much for puzzles or exploring, even though it's Shelly's main feature (since her personality isn't very strong).
Phantom Fury pays tribute to its inspirations in fun ways, like having lots of things you can interact with, similar to Duke Nukem 3D. You can flush toilets, drink booze, and push buttons, even though most of it doesn't do much except feel satisfying. Sometimes it leads to cool mini-games, like a light gun arcade game. But it can be confusing when things that look like you can interact with them, like doors, don't always work. I thought games had moved past the days where some doors open and others don't, but this game still has that issue. Also, Phantom Fury still has invisible walls, which feels old-fashioned.
The game gets better after the first few hours of linear levels. Later on, the levels become bigger and more complex, with multiple doors that need color-coded cards to open. Navigating these bigger areas requires exploring and remembering where things are, since there's no map to help you. It feels good to figure out what to do next on your own, but sometimes the game doesn't give enough hints, and I got stuck for a while not knowing what to do.