Back in 2017, Studio Koba made waves with their announcement of Narita Boy, a game whose name nods to Tokyo’s second-largest airport and seemed tailor-made for Kickstarter success. The game dazzled with its sleek pixel art characters set in a neon, side-scrolling universe, beautifully blending ‘80s anime nostalgia with modern visual flair. Behind it all was Eduardo Fornieles, a former member of the Friend & Foe team, who returned to his roots to create the game he’d always dreamed of.
At that time, Narita Boy was just a concept, but its captivating visuals were enough to power a successful crowdfunding campaign. Fast forward four years, and the game finally hit the shelves, becoming a standout Kickstarter success story. It was like playing a cartoon, offering a surreal take on the classic action-adventure format. However, the simplistic combat and text-heavy screens did slow the pace, making the gameplay sometimes fall short of its eye-catching aesthetics.
Now, the team is back with their latest project, Haneda Girl, which doesn’t encounter those hurdles. Announced last year with a demo on Steam, Haneda Girl, named after the biggest airport in Tokyo, steps away from being a direct sequel despite its title. This action-platformer offers swifter movement, snappier controls, and demands the precision needed to expertly navigate wall jumps and dodge incoming fire.
Players take on the role of Chichi Wakaba, a fast-moving character equipped with a sword who can zip around the screen in the blink of an eye. With no ranged attacks to rely on, Chichi uses stealth and strategy—slinking past foes, slipping into “ghost mode” to avoid lasers, or cleverly dropping platforms on adversaries, reminiscent of BurgerTime. Her vulnerability, however, is high, as just a single hit spells her end.
The twist comes with her trusty mech companion, M.O.T.H.E.R., which she can enter and exit at will. Though M.O.T.H.E.R. is slower and has limited jumping capability, it’s armed with a machine gun turret and can absorb several hits before needing a few seconds to respawn.
Playing through the demo, I found myself frequently switching roles, using the mech to power up Wakaba’s attacks, absorb enemy fire, or simply unleash a barrage of bullets, often with success. The level design encourages this duality, with narrow passages and towering walls perfect for Wakaba’s agility, and enemy-heavy rooms that scream for M.O.T.H.E.R.’s firepower. There’s likely potential to speedrun using mostly Wakaba, but striking a balance between the two characters is where the demo truly shone for me. Each moment demanded rapid shifts between planning and action, keeping me engaged and on my toes.
And yes, sometimes I just threw caution to the wind and paid the price. As the trailer hints, dying is very much part of the experience.