Game review
No Straight Roads: Encore Edition
6 / 10
- Developer
- Metronomik
- Publisher
- Fireshine Games
- Released
- 25 August 2020
- Platforms
- Windows
- Genre
- Musical Action-Adventure
- Monetisation
- Premium one-time purchase; no DLC or in-game purchases
- Players
- Single-player, with local co-op support
The short version
No Straight Roads sends a scrappy rock duo through the neon streets of Vinyl City to topple an oppressive EDM record label, one musically themed boss battle at a time. Reviewers are close to unanimous that the presentation carries the game: the art direction, character design, and original soundtrack draw sincere, specific praise even from reviewers who ultimately can't recommend the finished product. What holds the score down is a large, detailed and remarkably consistent complaint about the actual playing of it: combat and platforming are widely described as loose, stiff and unresponsive, with camera and hitbox problems reported to persist even in the improved Encore Edition released a year after launch.
Biggest strengths
- The art direction and character designs draw sincere, widely repeated praise, with reviewers describing the visual style as a distinctive standout even among reviewers who dislike the gameplay
- The original soundtrack is consistently singled out as excellent, with several reviewers crediting individual boss themes and the game's central conceit of an evolving, dynamic score as genuinely inventive
- The story and central "underdog band versus corporate EDM empire" premise draws specific praise for its humor and heart, with multiple reviewers describing real emotional investment in its two lead characters
Biggest weaknesses
- A large, detailed and remarkably consistent share of reviewers describes the combat as loose, stiff and unresponsive, with attacks reported to come out with noticeable delay and combos that frequently fail to connect the way the player intends
- Camera problems are independently reported by multiple reviewers, including enemies attacking from off-screen without warning during boss fights specifically
- Several reviewers report the game undersells its own rhythm mechanics, describing combat as only loosely tied to the beat in practice despite the game's music-first premise and marketing
Who it's for: Players drawn primarily to distinctive art direction, an original soundtrack, and a scrappy underdog story who can tolerate genuinely rough combat feel, more than anyone looking for a tight, well-tuned action game or rhythm game in the vein of its closest genre comparisons.
Our recommendation: Worth experiencing for the music, visuals and story if the concept appeals, ideally on a sale, but go in expecting the combat to be the weakest part of the experience rather than the highlight its marketing suggests.
6 / 10
Mayday and Zuke, a scrappy two-person rock band, declare war on NSR, the all-powerful EDM record label that runs Vinyl City and has decided electronic music is the only music worth hearing. No Straight Roads sends them through the city's neon districts to defeat NSR's roster of musician-boss "Discordists" one spectacular set-piece battle at a time, and reviewers are close to unanimous about which half of that pitch the small Malaysian studio behind it actually nailed.
A presentation reviewers praise in strikingly sincere terms
Across a review sample of over 1,200, the art direction and character design draw some of the most consistent, warmly specific praise this lane has seen for a game with an otherwise mixed reception. Reviewers repeatedly describe the visual style as a genuine standout, and the original soundtrack earns its own dedicated praise, with several reviewers singling out individual boss themes and the way the score dynamically shifts and layers as genuinely inventive craft rather than a simple licensed-track playlist. The story and its central underdog premise, two independent musicians against a corporate EDM monopoly, draws real emotional investment from multiple reviewers, who credit the writing and character work with a sincerity that survives even into reviews that ultimately can't recommend the finished product. Boss encounters specifically are repeatedly credited as visual and musical spectacles that carry real weight regardless of how a given reviewer feels about the mechanics underneath them, with each Discordist boss designed around a distinct musical genre and stage gimmick that reviewers say keeps the game visually fresh from one encounter to the next even as the underlying combat stays largely the same. The game's small-team origins draw their own specific goodwill: reviewers explicitly credit the Malaysian studio behind it, whose leads previously worked on Final Fantasy XV and Street Fighter V, with a level of ambition and craft that punches well above the scale of resources a debut studio typically has available.
The gameplay complaint that shows up almost everywhere in the sample
What holds this review back from a stronger score is a genuinely rare degree of consistency in the sample's core mechanical complaint. Reviewers across the spectrum, including many who ultimately recommend the game, describe combat as loose, stiff and unresponsive, with attacks reported to land with a noticeable and frustrating delay and combos that frequently fail to connect the way a player intends. One especially detailed review sums up the split directly: "It's like going to a bakery, find an amazing looking cake, but 90% of it it's not edible" — a line echoed in substance across dozens of other reviews in the sample, positive and negative alike. Camera problems compound the issue specifically during boss fights, with multiple reviewers independently reporting enemies attacking from off-screen without adequate warning, a problem serious enough that several single it out as a bigger practical obstacle than the combat looseness itself.
A rhythm game that reviewers say doesn't fully commit to being one
A more specific complaint concerns the game's central conceit. Despite a premise built entirely around music and rhythm, several reviewers report the actual combat is only loosely tied to the beat in practice, describing it as more of a music-themed action game than a true rhythm game where timing genuinely matters mechanically. That's a meaningfully different complaint than simple combat looseness — it's specifically that the game's most distinctive selling point doesn't fully deliver on its own premise, leaving several reviewers wishing the rhythm elements had been pushed considerably further given how central music is to everything else about the game's identity.
A story reviewers say ends before the mechanics catch up
Beyond the moment-to-moment combat complaints, multiple reviewers report the story and content feel abruptly cut short, with the game ending before its skill and ability system has had a chance to meaningfully develop. One reviewer describes finishing the game before unlocking enough abilities to experience any real combat depth, framing the pacing mismatch as a structural problem rather than a simple case of wanting more content for its own sake. Co-op support draws its own specific complaint along similar lines: at least one detailed reviewer reports two-player sessions are hampered badly enough by camera problems specific to that mode that co-op is barely functional as marketed, despite being an explicitly advertised feature.
What the achievement data shows about the mastery gap
Global achievement data adds a useful data point to the combat-quality debate. Story-progression achievements clear a healthy majority of the playerbase, generally in the 58 to 80% range, but mastery-focused achievements tied to parrying every boss perfectly or completing the hardest difficulty settings fall to as low as 1%. That gap between finishing the story and mastering the combat is wider than this lane typically sees in action games with a genuine skill ceiling, consistent with reviewers' accounts of combat that's playable enough to finish but not consistently satisfying enough to draw players toward optional mastery content.
Verdict
No Straight Roads succeeds unambiguously as a showcase for its small studio's presentation talent: the art direction, soundtrack and story are genuinely distinctive and draw sincere praise even from reviewers frustrated by everything else. It sits at a middling score here because the mechanical complaints are neither rare nor mild — a large, detailed and remarkably consistent share of the review sample describes combat and camera problems serious enough to undercut the game's own central premise, issues that reviewers report persisting even in the improved Encore Edition released a year after the original launch. Worth playing for the music and visuals if the concept genuinely appeals, especially on a sale, but go in with expectations calibrated to rough, unfinished-feeling combat rather than the polished rhythm-action spectacle its presentation promises.
Pros and cons
Pros
- The art direction and character designs draw sincere, widely repeated praise, with reviewers describing the visual style as a distinctive standout even among reviewers who dislike the gameplay
- The original soundtrack is consistently singled out as excellent, with several reviewers crediting individual boss themes and the game's central conceit of an evolving, dynamic score as genuinely inventive
- The story and central "underdog band versus corporate EDM empire" premise draws specific praise for its humor and heart, with multiple reviewers describing real emotional investment in its two lead characters
- Boss encounters are repeatedly credited as visual and musical spectacles regardless of how reviewers feel about the underlying combat, with the presentation carrying real weight even through rough mechanical execution
- The game's clear passion and small-team ambition are explicitly acknowledged even by critical reviewers, with several framing its flaws as sincere overreach rather than cynical shortcuts
Cons
- A large, detailed and remarkably consistent share of reviewers describes the combat as loose, stiff and unresponsive, with attacks reported to come out with noticeable delay and combos that frequently fail to connect the way the player intends
- Camera problems are independently reported by multiple reviewers, including enemies attacking from off-screen without warning during boss fights specifically
- Several reviewers report the game undersells its own rhythm mechanics, describing combat as only loosely tied to the beat in practice despite the game's music-first premise and marketing
- Multiple reviewers report the story and content feel abruptly cut short, ending before the combat system has meaningfully progressed or unlocked its full skill set
- Co-op play is reported by at least one detailed reviewer as barely functional due to camera problems specific to two-player sessions, undermining a mode the game explicitly markets as a feature