Fights in Tight Spaces Review (Xbox Game Preview)

Fights in Tight Spaces Review (Xbox Game Preview)

The First 48

What if you took the turn based strategy of Into the Breach, combined it with the deck building of Slay the Spire, threw in the rogue-like elements of both a...

What if you took the turn based strategy of Into the Breach, combined it with the deck building of Slay the Spire, threw in the rogue-like elements of both and added a pinch of John Wick, both the game and the movie. Obviously, what you would be left with is Fights in Tight Spaces.

In the first 48 minutes of a game, you should be able to know enough about the visuals of the game, the story, the mechanics, the gameplay loop and many other things. Even better, within the first 48 hours, you will know if the game has done enough to get its hooks into you whether or not you are going to come back, because we both know that if we don’t return or want to return to the game in the first two days, we likely aren’t coming back after that

I mention throwing in elements of John Wick Hex, because although this game is designed by Mode7, there is a title card with Bithell Games, who developed John Wick Hex and on the surface you can see a lot of similarities. While discussing other games, the time is good as any to discuss other influences that you can see in this game.

Having put well over hundreds of hours into games like Into The Breach, Slay The Spire, Dead Cells and Hades, my hopes for this game blending elements of turn based strategy, deck building and rogue-likes was high. Too often, games that try to blend a lot of genres end up becoming a John Wick of all trades, master of none.

The great news is that Fights in Tight Spaces avoids these pitfalls and executes on mixing these elements perfectly. It does so while also becoming something of its own. The art style of the game is a wise choice, looking like an isometric SuperHot with silhouettes being monotone such as all red or all black. Not only does this make life easier for the developers, assuming, but there is also some vicious hits in the game which would look disturbing if these were fully detailed character models.

Round 1! Fight!

Just like the rest of those games the premise is simple if not non existent. You areAgent 11, who is solely tasked with taking out four gangs with hand to hand combat in tight spaces like alleys, kitchens, bathrooms and bars. The reason those games became hits and cult phenomenons wasn’t because of the story because most of them lacked much depth with narrative. Instead it’s because of the excellent game play loop and FITS is able to get its hooks into you.

Rather than choose a character with different traits, you select from one of four decks depending on which play style you prefer, which you have to unlock through playing. During my time, I was only able to play with the first two decks including balanced and defensive which focuses more on counters

Similar to other deck builders, there are areas along your journey in which you can rest as well as areas that you are able to either purchase cards to add to your hand or upgrade your deck. All of these upgrades and new cards cost money, which you earn by efficiency in your battles. Just beating a room will reward you with a small amount of cash but do it in limited moves or with a certain criteria grants you extra.

The journey is very similar to something like Slay the Spire, where you can choose your path by looking ahead and determining if you are going to play more risky or play it safer. You stop along the way to upgrade cards, remove cards or buy cards. You can also stop along the way to upgrade your health or heal but all of thee options cost money, which you have to earn.

Different paths, different room layouts and different cards gives FITS a very high replay factor.

More Training Before the Main Event

The game is currently in early access as well as on Xbox Game Preview (where I played it), hopefully it comes to Game Pass when it exits Game Preview and you can check out our thoughts about if Game Pass is Sustainable and there are a few things that could use refining. When selecting your path, sometimes its hard to tell exactly where your cursor is and all it would take would be a little outline. Also when you move around the map sometimes the character model looks a little strange since you are facing away from the enemy after moving.

A simple fix of having your character always be facing forward to the nearest threat would go a long way. One of the areas this fix would shine the most would be on the replay system, which is a sped up recap that would look a lot cooler if it your character didn’t look awkward half the time. Also sometimes your character gets shot but it would be a smart idea if instead of taking direct hits, he got out of the way and took the bullet in the shoulder or leg. This would just add a pinch of realism rather than being bulletproof in the head.

Is Fights in Tight Spaces Worth It?

Fights in Tight Spaces stands on its own not because of how well it blends elements of so many excellent games but because of the element you are placed into. The reason that John Wick, Jason Bourne and Jack Ryan are icons is not because of the people that play them, although everyone loves Keanu, but its because of how they aren’t fighting aliens from another planet or using super powers, its because they are just highly trained average people. Fights in Tight Spaces puts you in the shoes of someone who is highly trained and lets you feel what it could be like and thats what drives the fantasy.

Fights in Tight Spaces is currently around 20 bucks on the Xbox Game Preview program but even if you aren’t sure there is a timed trial that you can download for free, which will give you more than 48 minutes with the game. With strong feelings for games like Slay the Spire, Hades, Dead Cells, and other great rogue-likes, FITS has great foundation already and will hopefully only hone its skills for the rest of its duration of early access.

VDGMS