It’s the ultimate in removing hand-holding to force adaption. What’s simple in other action brawlers is difficult here, making the payoff all the sweeter. I reacted vocally the first time I combo’d one of the game’s many weaker enemies to death without dropping a hit, bouncing him through the air with a series of well timed attacks before the final smash. Those fine humans over at Reptile know how to emphasise too, the death blow rocketing my poor opponent into scenery at a gorgeous speed akin to explosive decompression. Upon impact he tore through weaker blocks of terrain with a metallic grinding before the final gratifying pop spread bits (currency) over the floor. Then things got really clever.