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Review of Tails of Iron on Nintendo Switch

by Chucky Chucky photo Sep 2021
Cover image of Tails of Iron on Switch
Gamefings Score: 7.5/10
Platform: Switch Switch logo
Released: 17 Sep 2021
Genre: Action role-playing (2D Soulslike)
Developer: Odd Bug Studio
Publisher: United Label

Introduction

Tails of Iron is a side-scrolling action role-playing game in which you play King Redgi, a decidedly unlucky rat who inherits the diplomatic equivalent of a swamp full of problems when an army of frogs shows up and ruins the family reunion. The game comes from Manchester-based Odd Bug Studio, runs on Unity, and managed to make a charmingly grim world out of hand-drawn lines, block-print inspired visuals and the comforting thought that yes, even small rodents can have large, tragic destinies. If you were hoping for a mellow stroll through pastoral cheese meadows, this is not that. Tails of Iron dresses itself in Soulslike trappings - measured strikes, deadly boss encounters, and the steady reminder that you cannot simply button-mash your way to legitimacy - but it is cheeky enough to steal a few convenience ideas from Hollow Knight and strip away the stamina bar that usually nags you like an overprotective gym teacher. Doug Cockle provides narration that feels like a bedtime story told by someone who has seen the gnarlier side of bedtime stories, and the overall tone balances bleakness and whimsy with the understated confidence of a rodent wearing a crown that is slightly too big.

Gameplay

Combat in Tails of Iron is the thing you will both love and resent in turns. The game sets itself up as a 2D Soulslike and then politely explains that it took some liberties with the rulebook. There are three primary melee weapon types - spears, swords, and axes - each split into light and heavy variants. Light weapons feel like quick, surgical insults; heavy weapons trade speed for a satisfying, bone-reminding heft. Ranged options exist too: bows, crossbows, and firearms, each with different fire rates that subtly nudge your tactical choices. Wearing heavier equipment slows movement, which is a lovely way of saying "yes, you can be a walking tank, but it will feel like a tank in a pudding costume." The game encourages customization. You can tinker with Redgi's skills and builds to prepare for specific battles, which makes the progression feel deliberate instead of random. There are the usual RPG flourishes - gear that affects stats, weapon variety that changes your rhythm, and a handful of consumables that can make the difference between a dramatic death and an embarrassing one. Odd Bug famously removed the stamina bar they initially implemented because it discouraged fluid combat; instead, the game trusts you to space your attacks and defenses without an in-game guilt meter wagging a finger at you. Boss fights are the core beats. The game is structured around a steady diet of large, memorable encounters that demand timing, learning attack patterns, and occasionally the willingness to die several times before figuring out that particular frog has more tricks than a banquet table. The writing and level design treat these bosses like trials rather than simple roadblocks, although some critics have argued that a few fights feel like padding - genuinely menacing distractors that pad the playtime rather than enrich it. That's fair; a couple of encounters do stretch patience in a way that feels more repetitive than epic. Between boss fights there is exploration and platforming. The side-scrolling map is not open-world in the modern, endless sense, but as you reclaim territory the kingdom visibly recovers. This is a neat, understated reward loop: defeat foes, unlock areas, and watch your rat kingdom look less like a medieval yard sale. Platforming elements are competent, and while they rarely reinvent the wheel, they combine well with combat to keep encounters engaging. The lack of a stamina bar helps make platform combat feel crisp - you are allowed to be decisive, to commit to an assault, or to pull back and attempt something clever without being throttled. Narration and story are the glue. Influenced by Redwall, Mouse Guard and Wind in the Willows, the narrative frames the anthropomorphic characters with real stakes. The dialogue and narration, courtesy of Doug Cockle, give Redgi a measure of gravitas that suits a rodent on a redemption arc. Odd Bug's studio anxieties leaked into the structure and tone, producing a game that feels personal rather than corporate. It's the kind of game that wears small studio fingerprints in a way that's comforting rather than sloppy. Difficulty sits somewhere between "expect to die a few times" and "you will be emotionally taxed by a frog with an axe." The game's challenge is closer to Hollow Knight in intent than Dark Souls, focusing on pattern learning and precision rather than punishingly opaque mechanics. If you like bosses that ask for patience, observation and the occasional creative use of a crossbow, you'll find plenty to like. If you prefer being carried by an abundance of loot and easy XP, this will feel like a polite refusal.

Graphics

Tails of Iron's visuals are the part where someone in the room says something clever about block-printing and everyone nods like they'd intended to do that all along. The art direction is hand-drawn with a clear influence from Eastern European block-printing, which translates to thick lines, bold silhouettes, and a palette that leans toward the pragmatic rather than the fluorescent. It's a look that pairs well with the grim subject matter; the world feels weathered, lived-in, and occasionally sticky, which is a polite way of describing a frog invasion. Animation is solid. Enemies move with satisfying intent, and the weight of weapons - especially the heavy hits - reads on-screen clearly. The game's 2D presentation manages to make combat feel physical without relying on 3D camera gymnastics. There's a tactile sense to swings, dodges, and parries that helps when the difference between success and respawn is a single missed block. The Switch version keeps the aesthetics intact, which is the important part. If you're on a small screen, Tails of Iron still looks like a storybook whose narrator occasionally gets annoyed at frogs. Some technical concessions are expected on Switch compared to higher-end platforms, but Odd Bug's art direction hides a lot of those limitations. Whether docked or handheld, the game retains its mood and personality - the visuals do the heavy lifting when the writing and combat need backup. Sound design supports the atmosphere without drawing attention to itself. There are clanging weapons, wet frog noises that you will learn to dread, and an understated musical score that punctuates bosses the way a pointed eyebrow would punctuate a sentence. When narration appears, it feels like an old chronicle being read aloud in a pub, before someone asks for a second pint and a strategy refresher.

Conclusion

Tails of Iron is the kind of indie Soulslite that knows what it wants to be: a compact, well-crafted 2D action RPG with personality. It wears its influences - Dark Souls, Hollow Knight, The Witcher and God of War - on its sleeve without becoming a pastiche of other people's successes. The hand-drawn, block-print influenced visuals and Doug Cockle's narration give the game a distinct voice that helps it stand out in a crowded genre. It is not flawless. A handful of boss fights feel padded, and some platform/combat combinations lean on repetition. Critics called it "functional and serviceable" at times, and Rock Paper Shotgun noted the padding issue; those are legitimate gripes. Still, the core combat loop, the sense of recovery as the kingdom heals, and the charm of a rat king trying to be brave enough for his name make it worth your time. If you own a Switch and like your action games with a little story, a little sorrow, and a lot of well-timed sword work, Tails of Iron is a satisfying bite-sized tragedy with a crown that squeaks. Score: 7.5/10 - a well-made, personality-rich indie that occasionally missteps but mostly sticks the landing. Also: frogs. They do not take hints well.

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