The heist at the heart of Mr. Shifty kicks off with an explosive bang, like a pulpy late-‘80s action movie. You play the role of a mysterious super-powered criminal whose nifty ability to teleport across short distances and punch unsuspecting foes in the face keeps Mr. Shifty’s momentum going despite a story that soon becomes forgettable (like a pulpy late-’80s action movie), but not through the awful slowdown issues in its final act.
The best moments of Mr. Shifty made me feel like a complete, no-nonsense comic book badass. By using a combination of your warping ability and some quick melee reflexes you can take out a group of gun-toting security guards and beat them to a satisfying pulp before they can get off the one shot that would kill you if it connects, or you can get crafty and carefully guide a seeking missile back toward the turret that fired it. You can still sense vague feelings of badassery when you bypass laser grids or warp past unaware guards. The art direction uses heavy shadows on Mr. Shifty’s blue trench coat and environments, giving the colorful backdrops an inky, comic book vibe that fits into the overall tone.
All of Mr. Shifty’s power is balanced out by the fact that a single mistake at any moment can still get you killed, just like in its clear inspiration, Hotline Miami. Death tosses you back to the start of a level, which isn’t a huge inconvenience, but some of the tough late-game levels of the 18-stage campaign will leave you wishing for a checkpoint or two. But you can avoid death once in awhile: by chaining together enough beatdowns you can build up a special meter that will automatically initiate a slow-motion sequence to let you save yourself from an enemy’s bullet. It’s a nice effect that bails you out of starting over and gives you another neat way to pummel bad guys.