

Cyber Knight on SNES is one of those hidden gems that feels like it should’ve been way more popular. You start off as this cybernetically enhanced mercenary in a grimy, neon-soaked city—classic cyberpunk vibes, but with that unmistakable 16-bit charm. The first thing you’ll notice is how much freedom you have to tweak your loadout. Do you go full melee with plasma blades, or stick to ranged weapons and pray your aim holds up? I made the mistake of skimping on armor upgrades early on and got wrecked by the first boss.
The combat’s surprisingly tactical—you can’t just button-mash your way through. Enemy AI actually flanks you, and some of those rogue mechs hit like a truck. But the real hook is the story. It’s got that old-school RPG depth where factions actually remember if you screw them over, and there are multiple endings depending on who you side with. My first playthrough, I accidentally pissed off the wrong gang and spent half the game dodging bounty hunters.
If you’re into retro sci-fi with a side of tough choices, this one’s a blast—just maybe save before making any big decisions.
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