Back in 2017, Studio Koba revealed Narita Boy, borrowing its name from Tokyo’s renowned second-largest airport. The game seemed tailor-made for Kickstarter success with its sleek pixel art characters traversing a neon-lit, side-scrolling universe and its blend of retro ’80s anime vibes enhanced by modern visual effects. It brought to life the story of developer Eduardo Fornieles, previously part of Friend & Foe, who returned to his roots to craft the game he had always envisioned.
At its inception, Narita Boy was merely a concept. However, its stunning visuals were captivating enough to propel its crowdfunding campaign to success.
Fast forward four years, and Narita Boy was finally released. As one of Kickstarter’s shining video game triumphs, it was like stepping into a living cartoon. The gameplay felt like a surreal twist on the classic action-adventure genre. However, its simplistic combat and text-heavy screens hindered the experience, keeping the gameplay from matching its visual allure.
Luckily, the team’s next project, Haneda Girl, sidesteps those issues entirely.
Unveiled last year with a playable demo now on Steam, Haneda Girl — named after Tokyo’s largest airport — isn’t a direct sequel, despite what its title might suggest. It’s an action-platformer demanding precise movement and sharp reflexes. Players must deftly bounce between wall jumps while dodging attacks from every direction.
You step into the shoes of Chichi Wakaba, a nimble protagonist armed with a sword, capable of zipping across the screen in mere moments. Without ranged attacks, she relies on sneaky tactics: stealthily approaching foes, slipping into “ghost mode” to dodge lasers, or cleverly slicing through panels to drop platforms on unsuspecting enemies below. Yet, with only a single bullet capable of taking her down, the stakes are high.
The twist in Haneda Girl is Chichi’s mech partner, M.O.T.H.E.R. Able to enter and exit the mech at will, Chichi uses it to dish out charged attacks, soak up enemy fire, or unleash a barrage of bullets — often with satisfying results. The level design cleverly nudges players to switch between styles, offering tight spaces or towering walls that only Chichi can navigate, alongside enemy-laden rooms that M.O.T.H.E.R. excels at clearing. The demo hints that speedrunning with Chichi is possible, but the interplay between the two makes it truly engaging. The constant urge to sprint towards the goal is tempered by the need for brief strategic pauses, which often spiral into delightful chaos.
Of course, sometimes I just charged in headlong and met a quick end. As the trailer suggests, expect to see that a lot.