The world of Limbo manifests itself in many ways, so you never know what's coming next. At the very least, don't make direct combat a core pillar of your game unless the foundational mechanics feel responsive and consistent. You can certainly improve your chances by unlocking and upgrading consumables, earning new abilities, improving your weapons, and increasing your health, but none of it disguises the fact that, at its core, The Last Case of Benedict Fox doesn't feel like a game that needs this form of combat at all. Benedict Fox is extremely fragile as well, making combat very punishing if you don't do everything perfect every time. It's the timing that truly ruins the combat, though, with subtle input lag, inconsistent telegraphing of attacks, and a bizarre delayed animation for parrying that makes all combat feel like a roll of the die rather than a display of acquired skill. The basic controls of parrying, attacking, and shooting are fine, but are quickly cluttered with an endless parade of confusingly controlled abilities. For a game with a surprising amount of combat, the combat is never fun or feels good to play. While the two abysmal forced platforming sections aim to instantly dishearten you in one fell swoop, the combat in The Last Case of Benedict Fox is more akin to death by a thousand annoyances. This dreaded snow globe made me turn off the game for the night.
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