

Cyber Knight II is one of those weird, ambitious SNES RPGs that never made it outside Japan—which is a shame, because it’s got this grungy cyberpunk-meets-space-opera vibe that just works. You start off piloting a clunky mech through Earth’s dystopian empire, and within minutes, you’re juggling alien politics, shady corporations, and turn-based battles that actually make you think.
The mech customization is where it shines. You’re constantly scavenging parts or tweaking loadouts, and there’s something satisfying about stumbling on a busted-up plasma cannon in some backwater colony and making it your whole strategy. The story’s dense (and the fan translation helps), but it’s got that classic ‘90s RPG charm where every NPC has something weird or ominous to say.
Fair warning: the pacing’s slow by modern standards, and the random encounters can be brutal if you’re not prepared. But if you’re into deep-cut SNES gems with a side of existential mecha drama, this one’s worth digging up.
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