We’re calling thisWishlisted, in partnership with Eurogamer and VG247.
Tense, decisive duels.
Violence thats both brutal and a little silly.

Scalpel-sharp parry n' strike back-and-forths.
Perhaps most importantly, it aims to do one thing - rhythm combat - and does it brilliantly.
It’s got teeth, but it’s also gotgroove.

Youll need that 4%.
Unlike other rhythm combat games Ive played, slashing off-beat doesnt reduce your score here.
Instead, you just wont attack.
The music itself is crunchy 4/4 techno, so nothing too hard to wrap your head around.
(Why not disco?
It takes place in a towncalledDisco, I respond, just as perplexed.)
Parrying works the same way.
Only on-beat deflections are successful, though youll know when one is coming due to an indicator.
If you dont want to dent your lovely katana though, you might just dash.
Again, only on the beat.
We chop off left feet round these parts.
As you perform hits, dodges, and parries, youll gradually build up a flow meter.
What happens when you build enough?
If you want to spend a bigger chunk of flow, you might kick.
Vases and other environmental objects make lovely smashing sounds, and also do big damage.
Love a good ‘big sound, big damage’ combo, me.
But you will get your health back after each short, single-room stage.
Much of the time, those deaths will come from overhead attacks.
Ive had issues with feeling overly restricted with rhythm combat in the past.
I bounced offMetal: Hellsingerfor this reason, but Im not getting that with Disco Samurai.
Thats the deal here, I think.