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Review of Neon Chrome on Nintendo Switch

by Tanya Krane Tanya Krane photo Aug 2025
Cover image of Neon Chrome on Switch
Gamefings Score: 6.7
Platform: Switch Switch logo
Released: 26 Aug 2025
Genre: Multidirectional / Twin-stick shooter
Developer: 10tons
Publisher: 10tons

Introduction

Neon Chrome is a top-down, twin-stick stab-of-joy from Finnish indie shop 10tons that dresses old-school shooter DNA in a flashy cyberpunk suit and then tells it to behave. On Switch, it's the same procedurally generated meat grinder that debuted on PC and consoles in 2016, now portable for those moments when you want to dispatch fascist corporate overlords between bus stops. The 'story' the game hands you is gloriously minimal: you pilot remote-controlled human clones and your mission-noble, petty, or both-is to climb a corporate tower, reach the Overseer, and unplug the regime. That simple premise leaves a lot of room for character interpretation, which is where Neon Chrome gets accidentally theatrical. The game gives you clones, an Overseer, and a building. What it lacks in exposition it makes up for by letting these elements act out an operatic arc across runs, deaths, and upgrades.

Gameplay

At face value, Neon Chrome is a compact, confident twin-stick shooter: control a clone, mow down enemies, pick up weapons and upgrades, and push upward through destructible, procedurally generated floors until you meet the Overseer. Underneath that arcade sheen there is an unofficial narrative structure that doubles as the game's true character work. The clones are both protagonist and chorus. Each life is a new clone with slightly different loadouts, and each death is part of a recurring montage-a short scene that repeats with variations until something finally breaks the cycle. Treating these clones as characters, the game stages a series of micro-arcs: hopeful recruit → battered specialist → improved veteran → tragic hero (or corpse). The upgrades you buy between runs are their memoirs, the cosmetic scars they keep, and the lessons you pretend they learned before rebooting their consciousness. Mechanically this loop is satisfying. Floors are procedurally generated so the specific conversation between gunplay and level design changes every run, and that randomness helps those clone-arcs feel believable: one clone dies because the RNG handed him a firefight and a frag grenades fetish, another because you wandered into a corner and learned humility. Destructible environments are an important dramatic device. Walls fall, glass shatters, and cover is ephemeral, which forces the protagonist-clone to adapt or perish. That adaptability doubles as character growth: a clone that survives long enough to hoard upgrades starts to feel like an actual person rather than a disposable avatar. The Overseer, meanwhile, is a classic corporate Big Bad-an oppressive regime's AI-like figurehead perched at the top of the tower. It functions as both goal and symbol. Narrative tension hinges on the distance between the clones and the Overseer: every level up is a beat in the story. There is no voice-over to pity your recruits, no cutscene to explain the Overseer's pathology, but the abstract conflict is there in the audiovisual design and in the numbers on your HUD. When you finally reach a higher floor, the music (courtesy of Jonathan Geer) and the density of enemies tell you, plainly, that this climb matters. It matters even if the game doesn't spell out the backstory-it matters because you invested time, upgrades, and heated controller-flailing into getting there. Multiplayer local co-op acts like ensemble casting. Two or more clones running the tower together produce a buddy-comedy dynamic: one clone is the reckless one (I call him Ammo Steve), the other the methodical support. Their interactions are emergent rather than scripted, and yet they trace believable arcs-bonding through joint vicissitudes, learning to rely on shared firepower, and sometimes, mercilessly, backstabbing each other for the better weapon. The Arena DLC amplifies this by stripping the story down to survival, letting characters reveal themselves through endurance rather than ascent. If Neon Chrome has an emotional beat it is this: repetition breeds meaning. Each run is short, but the accumulation of runs builds a rhythm like seasons of a show. The clones don't develop through dialogue; they develop through your decisions-what upgrades you purchase, which rooms you blow to pieces, and whether you rush the Overseer with a shotgun or creep forward with tactical caution. The game trusts you to read motives from mechanics, and if you like projecting personality onto pixels, the tower is an excellent stage.

Graphics

Graphically, Neon Chrome leans hard into neon and grit. The aesthetic is cyberpunk shorthand-slick lights, harsh shadows, chrome surfaces, and a palette that favors electric pink and acid green like a nightclub for robots with trust issues. On Switch the visuals are sharp enough to keep the neon pop, though the hardware-friendly style means there are no hair-raising technical showpieces. The top-down perspective helps: you can see enemies approach, read a room's destructible geometry, and plan a dramatic escape. Destructible environments are not just a gameplay feature, they're a visual storytelling tool: when you blast a wall and expose the corporate wiring beneath, you feel like a vandal of systems. Jonathan Geer's score punctuates these moments, turning grisly firefights into a sort of synth-laced melodrama. The game doesn't (and doesn't try to) sell you a sweeping cinematic universe. Instead it offers effective, stylish pixel-slick visuals that tell the story in shorthand. Clones are anonymous by design, which supports the thematic thread about disposability under corporate power. That anonymity could be a criticism-some people want faces, names, and cutscenes-but within Neon Chrome's compact design language, it's a deliberate choice that helps the player's projection flourish.

Conclusion

Neon Chrome on the Switch is not a narrative tour de force, and yet it is one of the more interesting cases of emergent storytelling in indie shooters. The plot is skeletal: destroy the Overseer. The characters are thin on paper: identically-designed clones you throw at problems. What the game offers instead is a stage and a set of mechanics that let you supply the drama. If you approach the tower as a series of episodes, the clones develop arcs through failure, upgrade, and camaraderie in co-op. That method won't satisfy players who want cinematic exposition or character-driven RPG beats, but for those who enjoy creating meaning between runs, the payoff is oddly affecting. Critically, the Switch version received mixed reviews (Metacritic: NS 67/100) and that matches the experience: Neon Chrome is fun, replayable, and stylish, but its minimal story and repetitive loop can feel thin after dozens of runs. The Arena DLC injects survival spice for those who want more concentrated tension. I rate the Switch version 6.7/10: good at what it does, occasionally brilliant in emergent moments, and sometimes frustratingly shallow if you demand a formal narrative. Bring it on the train when you want synth, explosions, and the faint illusion of developing a tiny army of tragic cloned heroes. You might cry over their deaths, or you might just laugh and buy the next upgrade-both are valid reactions in this cyberpunk soap opera.

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