

Cyber Knight is one of those weird, ambitious SNES RPGs that never made it out of Japan—which is a shame, because it’s got this cool cyberpunk-meets-fantasy vibe going on. You start off piloting a mech (yes, a mech) through grid-based tactical battles, but then suddenly you’re out of the cockpit running around towns with a sword like some kind of sci-fi samurai. The mix shouldn’t work, but somehow it does.
First ten minutes? You’re thrown into a fight almost immediately, figuring out how to maneuver your clunky robot while lasers fly everywhere. The menus are pure 90s JRPG—dense, a little confusing, but weirdly satisfying once you get the hang of it. And the soundtrack? All crunchy synths and dramatic bass lines, like someone fused Blade Runner with a Saturday morning anime.
It’s not perfect—the pacing’s uneven, and good luck finding a guide if you get stuck—but there’s something charming about its ambition. If you’re into obscure retro RPGs with identity crises, this one’s worth a look.
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