unnamedIf you’ve been following Namco’s retro material revival website ShiftyLook, then you probably already know about their very recently released freemium title Bravoman: Binja Bash. The game itself has a somewhat unique origin in that it’s based on an officially licensed web comic series, that itself is in turn inspired by a rather obscure 1988 Japanese arcade game that only ever saw a – horrendously translated – US release on the TurboGrafx-16. For those of you who’ve already played the iOS title’s current version, you might have noticed what many would consider a fully expected – yet generally loathed – degree of virtually unwinnable shenanigans that are all too common in IAP driven games.

What you might not realize is that the people in charge of development for both the fourth wall breaking web comic, as well as the mobile game, have recently stated that they didn’t actually intend for the game to be so utterly soul crunching. To this end they have promised an update in the near future that will tackle many of the issues that people have reported as being completely unfair, so as to improve the experience for those not dropping tons of cash on IAP options. These stated upcoming changes include: increasing the default life stock from three to five, decreasing the speed of the floating ninja robot heads, increasing the retraction speed of Bravoman’s limbs, enabling the ability to cancel an attack immediately into a guard maneuver, changing pitfalls into a loss of half health instead of causing total demise, as well as various other bug fixes and performance tweaks all around.

Once Bravoman: Binja Bash has been updated into a more tenable state, you can be sure that iFanzine will be there will a full review detailing whether or not the stretchy hero’s first video game outing in over two decades actually stacks up.