Game review
Nitro Express
5.5 / 10
- Developer
- Grayfax Software
- Publisher
- PLAYISM
- Released
- 18 May 2025
- Platforms
- Windows
- Genre
- Action, Indie
- Monetisation
- Premium, one-time purchase. No microtransactions.
- Players
- Single-player only.
The short version
Nitro Express, from Grayfax Software and publisher PLAYISM, is a 2D side-view run-and-gun with 360-degree free aiming, sending "cute pixel-art girls" armed with assault weapons through a vapor-soaked alt-Tokyo in obvious homage to Metal Slug and its arcade-shooter peers. It earns genuine, specific praise for its art direction, unlockable weapon system, and aiming feel, but a large, heavily corroborated share of the review sample reports the game is locked to 30 frames per second with no way to remap controls, and that this combination turns its screen-filling firefights from stylish chaos into a frustrating fight against the game itself rather than its enemies.
Biggest strengths
- Praised repeatedly for its art direction and presentation, with one reviewer comparing the overall aesthetic to "finding a random 10-episode anime made by studio Trigger back in 2012," and another simply calling it "bursting with pixelated charm and personality."
- Praised for its 360-degree free-aiming system and weapon variety, with one reviewer with over 27 hours logged calling it "a solid run-n-gun" built around "methodical" positioning, weapon choice, and awareness of the ever-changing battlefield.
- Praised for adjustable aiming sensitivity, with one reviewer noting the game lets players fine-tune "the sensitivity of the x axis, y axis, stick threshold" to fit personal preference, alongside adjustable difficulty.
Biggest weaknesses
- The single most heavily corroborated complaint in the review sample concerns the game's 30fps frame-rate lock, described by one reviewer as making "the gameplay really choppy," and by a second as contributing directly to combat that "feels pretty bad and not fun."
- A second, equally corroborated complaint concerns the total absence of control remapping, with one reviewer stating flatly "you are unable to REbind the controls m/kb and controller wise, you have to get used the controls scheme that the devs have ingrained into the game," specifically flagging this as a dealbreaker for Steam Deck players.
- Multiple reviewers separately describe the combat itself as visually overwhelming to the point of unfairness, with one writing the game "throws swarms of enemies at you, to the point that it can be pretty unreadable, making it easy to often not see enemy bullets headed at you."
Who it's for: Fans of Metal Slug-style run-and-guns and stylish pixel-art shooters who can tolerate a 30fps cap and fixed default controls; players who need control remapping, especially on Steam Deck or non-standard input setups, should treat this as a hard dealbreaker rather than a minor inconvenience.
Our recommendation: A visually charming run-and-gun whose punishing frame-rate cap and lack of remappable controls turn its best ideas into a genuine chore for a large share of players.
5.5 / 10
Metal Slug by way of alt-Tokyo
Nitro Express, released 18 May 2025 by developer Grayfax Software and publisher PLAYISM, wears its influences openly. It is a 2D side-view run-and-gun in which, according to its own store description, "cute pixel-art girls shoot assault weapons with 360-degree free aiming in the streets of Japan," a premise that immediately invites comparisons to Metal Slug, and the review sample makes those comparisons constantly and favourably. One reviewer describes the overall vibe as "the game feels like finding a random 10-episode anime made by studio Trigger back in 2012 and that stuff is the bomb," while another, more measured comparison notes it evokes "Metal Slug vibes meets Gunsmith Cats attitude, but with a modern hub, unlock grind, and 360-degree stick-flick aiming." The art direction is consistently the single most-praised element across the entire review sample, described variously as "gorgeous," "charming," and full of "pixelated charm and personality."
Beyond presentation, reviewers who click with the game's mechanics describe a genuinely thoughtful design underneath the throwback aesthetic. One reviewer with substantial playtime frames it as "a methodical game, where proper control, positioning and choice of weapon is the key over trying to run through with guns blazing," praising how the game's persistent weapon-unlock system, funded by money earned through story and mission play, gives runs a sense of build progression rather than pure reflex-testing. Another reviewer draws a more niche but telling comparison, positioning it within "a subgenre of run and gun you might call '2D Mecha,'" citing Cybernator and Assault Suits Leynos as genre touchstones, and arguing that players who understand that lineage's slower, more deliberate aiming style will find Nitro Express clicks rather than frustrates.
A frame-rate cap that reviewers cannot get past
Despite that goodwill toward the art and underlying systems, the review sample converges overwhelmingly on one specific, largely unavoidable technical complaint: Nitro Express is locked to 30 frames per second, and reviewers report this single decision does substantial damage to how the combat actually feels to play. One reviewer states plainly the frame-rate lock "makes the gameplay really choppy, the aiming is not that smooth either," while a more detailed negative review argues the 30fps cap combines with "incredibly slow gun reloading" and enemy attacks that "can knock you down for several seconds" to make combat "generally feeling pretty bad and not fun." A third reviewer, who says they had followed the game's development for years and was excited for release, describes the actual experience as "miserable to play at the moment," specifically citing how the frame cap "can make precise dodging frustrating" when combined with "choppy, slowed down aiming" and an aggressively fast camera-snap when aiming toward screen edges.
Several reviewers report attempting workarounds, with one specifically trying third-party frame-generation software: "Even having 'Lossless Scaling' (a tool on steam) to upscale and frame gen this game to 60 frames or higher... The experience is still jarring." That a meaningful share of the negative-review sample independently reached for the same external fix speaks to how central this single technical decision is to the game's reception problems, and how little control individual players otherwise have over it from within the game's own settings.
No remapping, and a screen that gets too busy to read
The second major, heavily corroborated complaint concerns control customisation, or the lack of it. One reviewer, attempting to play on Steam Deck, reports the game has "two fatal flaws," the first being that "you cannot remap controls at all," describing the default gamepad scheme as "quite frankly terrible" even after adjusting analog stick sensitivity, and states outright "M+KB is REQUIRED" to have a reasonable experience. That complaint is echoed by multiple other reviewers independently, one simply advising "please save ur money" over the combination of a frame-rate lock and unresponsive-feeling default controls, a pointed recommendation given the visual and conceptual goodwill those same reviewers otherwise extend toward the game.
A related, separately corroborated complaint concerns visual clarity during combat itself. Several reviewers describe firefights becoming so visually cluttered with explosions, effects, and enemy sprites that incoming attacks become genuinely difficult to track, with one writing bluntly that the game "throws swarms of enemies at you, to the point that it can be pretty unreadable, making it easy to often not see enemy bullets headed at you," and another separately noting "the saturation and brightness is the same for everything, so it's easy to miss enemies and bullets." Combined with the frame-rate cap, this cluster of complaints paints a consistent picture of a game whose core combat loop, however smart in concept, frequently asks more of players' pattern-recognition than its own visual presentation and performance profile can reliably support.
Verdict
Nitro Express is a genuinely difficult game to summarise cleanly, because its strongest and weakest qualities sit directly on top of one another rather than in separate, easily weighed compartments. Its art direction, weapon-unlock progression, and aiming concept earn real, specific praise from reviewers who clearly wanted to love it, and several who ultimately can't recommend it still take care to note the underlying ideas are sound. But the frame-rate lock and total absence of control remapping are corroborated across a large enough share of the negative sample, including from players who otherwise liked what they saw, that they read as structural problems rather than a matter of taste. Anyone drawn to its Metal Slug-inspired premise should go in aware that the default experience, particularly on gamepad or Steam Deck, may fight back harder than its enemies do.
Pros and cons
Pros
- Praised repeatedly for its art direction and presentation, with one reviewer comparing the overall aesthetic to "finding a random 10-episode anime made by studio Trigger back in 2012," and another simply calling it "bursting with pixelated charm and personality."
- Praised for its 360-degree free-aiming system and weapon variety, with one reviewer with over 27 hours logged calling it "a solid run-n-gun" built around "methodical" positioning, weapon choice, and awareness of the ever-changing battlefield.
- Praised for adjustable aiming sensitivity, with one reviewer noting the game lets players fine-tune "the sensitivity of the x axis, y axis, stick threshold" to fit personal preference, alongside adjustable difficulty.
Cons
- The single most heavily corroborated complaint in the review sample concerns the game's 30fps frame-rate lock, described by one reviewer as making "the gameplay really choppy," and by a second as contributing directly to combat that "feels pretty bad and not fun."
- A second, equally corroborated complaint concerns the total absence of control remapping, with one reviewer stating flatly "you are unable to REbind the controls m/kb and controller wise, you have to get used the controls scheme that the devs have ingrained into the game," specifically flagging this as a dealbreaker for Steam Deck players.
- Multiple reviewers separately describe the combat itself as visually overwhelming to the point of unfairness, with one writing the game "throws swarms of enemies at you, to the point that it can be pretty unreadable, making it easy to often not see enemy bullets headed at you."