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Review of The TakeOver on Nintendo Switch

by Hemal Harris Hemal Harris photo Jun 2020
Cover image of The TakeOver on Switch
Gamefings Score: 7/10
Platform: Switch Switch logo
Released: 04 Jun 2020
Genre: Beat 'em up
Developer: Pelikan13 (Antonis Pelekanos)
Publisher: Pelikan13, Dangen Entertainment, Limited Run Games

Introduction

You know that satisfying smack when a perfectly timed combo connects and the bad guy flies into the streetlight like it personally offended him? The TakeOver lives for moments like that. This indie beat 'em up from Greek one-man show Pelikan13 (with extra writing and production help from Matt McMuscles) wears its Streets of Rage love on its sleeve, but more importantly for the impatient, it rewards the kind of muscle memory and timing most of us pretend we have after one brutal session of training mode. If you bought The TakeOver expecting a multiplayer nostalgia-fest, be warned: it's a single-player experience that asks you to learn how to juggle enemies, parse attack windows, and make split-second decisions while comic-book cutscenes occasionally remind you that yes, you are a gritty, pixelated hero. The soundtrack - including contributions by Yuzo Koshiro - gives you a beat to move to, which is useful because this game's core challenge is all about rhythm, positioning, and the dozen tiny habits you'll need to stop dying like someone who learned how to play by mashing two buttons and hoping for the best.

Gameplay

At heart, The TakeOver is a side-scrolling beat 'em up that hands you separate buttons for punching and kicking and expects you to do elegant, face-breaking math with them. The design is simple on paper: punch, kick, chain combos. In practice it becomes a classroom for higher-order skills. The first and most obvious of these is timing. Combos in The TakeOver are only 'devastating' if you can perform them without interruption. That means learning enemy attack patterns, recognizing the precise frames where an enemy recovers, and deciding whether that tempting five-hit string is worth the risk of getting interrupted by a backstabbing goon with a pipe. If timing is your metronome, then positioning is the choreography: the game rewards you for moving enemies into choke points, knocking foes into environmental hazards, and exploiting the narrow corridors where a spinning kick suddenly goes from risky to absurdly effective. Crowd control is the second major skill set. The TakeOver leans on classic beat 'em up enemy waves - gangs come at you in numbers, not subtlety. That design forces you to prioritize targets quickly: who is the biggest threat, who can be juggled into the air, and who is about to pull out a weapon that'll ruin your combo rhythm. You will learn to break up groups with area attacks, to use launchers and juggles to buy breathing room, and to bait enemies into attacking so you can counter. Learning to chain punches into kicks and then into a launcher is half muscle memory, half chess, and all of it punished by one mistimed input. Adaptability matters here. The TakeOver throws minigames like vehicle driving and jet piloting into the mix, and they demand a different kind of reflex. These sections, reminiscent of After Burner: Climax, switch the skill set from up-close timing and juggling to sustained movement control and situational awareness. If you're good at rhythm in melee, you'll still need to switch mental gears for the high-speed segments where steering and targeting become the core challenge. This variety helps keep things fresh, but it also forces players to be generalists: a specialist who only learned to mash combos in confined spaces will stumble hard when the game asks them to pilot a jet with grace. Resource management sneaks into the challenge equation too. Health pickups and temporary weapons exist, but they are finite. That scarcity nudges you toward calculated risk-taking: sometimes you tank an attack to maintain momentum and a combo because keeping the enemy staggered reduces future damage more than the current hit hurts. The game expects you to learn when to gamble on a long combo for higher reward and when to hit the brakes, block (or evade), and reset the battlefield. Because there is no online co-op, every learning curve is solitary. You can't hide behind a friend who knows the boss pattern; you have to internalize it yourself. Execution precision is the third pillar. Separate punch and kick buttons open a surprising array of combo strings, but they also expose sloppy input as a sin you can't blame on lag or teammates. If your fingers nudge in the wrong direction, the enemy punishes you. The game therefore rewards deliberate practice: repeat a stage, learn enemy telegraphs, and start converting those half-baked combos into clean, efficient sequences. This leads to a satisfying escalation of skill. Early runs feel like you're swinging in a crowded bar; later runs feel like being a bartender who can flip bottles while doing backflips - showy, controlled, and probably unsafe for bystanders. The TakeOver's single-player focus amplifies the importance of internal pacing skills. Where co-op brawlers let one player be reckless and another be the anchor, this one asks you to play both roles. That produces a learning loop that feels personal: you get better, the game gets meaner in the best ways, and your improvement is undeniable because the scoreboard is your own death count and progress. The cutscenes and voice work (thanks to Matt McMuscles' production and cast additions) add narrative flavor, but they don't soften the game's expectations. Polishing up your inputs is the only narrative arc that matters: you're the protagonist, and your boss-fight win is a statement of competence more than plot resolution. That said, the game is not spotless. Critics noted a lack of gameplay polish and questioned the writing quality; in gameplay terms, that translates to a few rough collision moments and sprite behavior that can feel less tuned than a triple-A brawler. Character sprites, while evocative, were also pointed out as a weaker point compared to top-tier modern pixel work. These rough edges mean that sometimes the game will punish you for reasons that don't feel purely skill-based. Expect to encounter moments where it's hard to tell whether you were outplayed or the game simply decided to be stubborn. Still, those instances are intermittent rather than constant, and if you accept the game's indie DNA, the core challenge loop - learn, adapt, execute - remains rewarding.

Graphics

The TakeOver opts for classic, chunky pixel art that mirrors the 16-bit heritage it idolizes. If you came in expecting photorealism, you skipped the part of the store called 'nostalgia' and wandered into 'retro alley' with a pocketful of quarters and no change. The comic-book-style cutscenes are a nice stylistic touch; they break the action and remind you that you are, in fact, in something that wants to look and feel like an arcade-era love letter. Some reviewers grumbled about the character sprites being less polished than the best modern pixel artists can manage, and that's a fair nitpick. The sprites do the job - they read clearly in the heat of combat and animations are punchy enough that you can time attacks by sight - but a few frames feel cheaper than the rest, and that inconsistency is noticeable when you're trying to perfect a millisecond input. Performance on Switch is generally stable and the soundtrack elevates the visuals: Yuzo Koshiro's contributions give battles a score that helps you find the rhythm the game asks of you. Ultimately, the visuals are functional and charming when they cooperate, and occasionally distractingly rough when they don't.

Conclusion

If your relationship with beat 'em ups runs on a steady diet of pattern recognition, precise timing, and charmingly brutal crowd control, The TakeOver will feel like a cozy yet demanding workout. It asks you to be a generalist: precise with combos, savvy with placement, and adaptable when the game suddenly turns you into a pilot. The single-player-only design makes every death a personal failing or a learning opportunity, depending on your mood, and the lack of online multiplayer limits communal bragging rights. Critics were mixed - praising the soundtrack and homage while poking at writing and polish - and that summary is fair. This is an indie brawler that challenges you in ways that matter: it punishes sloppy inputs, rewards disciplined practice, and occasionally reminds you that a perfectly timed launcher is the best form of self-expression. For Switch owners chasing that Streets of Rage vibe with a tougher-but-sincere indie spin, The TakeOver is worth your time and the callouses on your thumbs. Bring patience, a willingness to rehearse combos, and maybe a controller you like. Your future self, who just cleared a boss with a five-hit juggle and a flourish, will high-five you through the screen.

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