In 2017, Studio Koba caught gamers’ attention with the announcement of Narita Boy, a title named after Tokyo’s second-largest airport. It seemed like a Kickstarter project waiting to happen. The game was packed with sleek pixel art characters navigating a neon-lit, side-scrolling universe, exuding nostalgic 1980s anime vibes enhanced by modern visual effects. Alongside the aesthetics, there was an intriguing personal story of Eduardo Fornieles, a former team member of Friend & Foe, who returned to his roots to create the game he always envisioned.
At the time, Narita Boy was just a concept. However, its striking visuals were enough to propel its crowdfunding campaign to success. Fast forward four years, and the game has launched, standing out as one of Kickstarter’s more successful gaming ventures. It played like a vivid cartoon and felt like a surreal take on a classic action-adventure game. While it looked fantastic, the experience was slightly marred by simple combat mechanics and text-heavy sequences that slowed the game down.
Now, the team’s next project, Haneda Girl, steps up where Narita Boy faltered. Announced last year, and now with a demo available on Steam, Haneda Girl draws its name from Tokyo’s largest airport, but it isn’t a sequel to Narita Boy. Instead, it’s an action-platformer that boasts faster gameplay and controls sharp enough to keep up with its demanding, precision-based sequences. Navigating the game, players find themselves wall-jumping and dodging attacks from all sides.
The protagonist, Chichi Wakaba, is a nimble character armed with a sword, zipping across the screen in rapid bursts. She doesn’t have ranged attacks, so strategizing includes sneaking up on foes or engaging “ghost mode” to stealthily dodge lasers, or even dropping platforms onto enemies below in true BurgerTime style. A single bullet, however, is lethal to her.
Fortunately, she’s not alone. Her trusty mech partner, M.O.T.H.E.R., offers a powerful fallback. Although it moves sluggishly and lacks leap capability, it’s equipped with a machine gun turret and can withstand multiple hits before needing a brief respawn period.
While testing the demo, I found myself frequently maneuvering between Wakaba and her mech. Whether using the mech to charge up attacks, absorb enemy fire, or spray bullets with reckless abandon, the game encouraged endless switching between the two. The level design cleverly demands this interplay, with tight paths and steep walls that only Wakaba can tackle, juxtaposed with rooms full of adversaries best handled by M.O.T.H.E.R.
This dynamic truly made the demo stand out. There’s a potential for speedrunning with Wakaba alone, but the balance between the characters felt just right. Whether planning some strategic moves or diving headfirst into chaos, I was constantly compelled to race towards the goal. But often, rash decisions ended in my demise—a frequent fate, the game’s trailer comically assures.