- Release Year: 2019
- Platforms: Nintendo Switch, PlayStation 4, Windows
- Publisher: 8-4, Ltd., Hi-Bit Studios, Reset Media AB
- Developer: Hi-Bit Studios
- Genre: Action, Driving, Racing, Role-playing (RPG)
- Perspective: Behind view, Side view
- Game Mode: Single-player
- Gameplay: Beat ’em up, brawler, Mini-games, Shooter
- Setting: Contemporary, Fantasy, Futuristic, Sci-fi
- Average Score: 70/100

Description
198X is a 2D scrolling action game set in the nostalgic 1980s, blending multiple arcade genres across five distinct levels. Players experience beat ’em up, racing, RPG, and shooter gameplay styles with contemporary, fantasy, and sci-fi settings. The game captures the essence of classic arcade gaming through its unique presentation, vehicular sections, and mini-games, offering a diverse retro-inspired adventure.
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198X Reviews & Reception
metacritic.com (63/100): 198X does a fantastic job of breathing some life into genres of old, paying homage in a respectable, loving way while achieving an identity all of its own.
retro-grades.com (75/100): A narrative-driven trip down memory lane where The Kid exorcises inner demons, while playing through a number of fictional, arcade titles inspired by classic gaming.
opencritic.com (72/100): 198X is exciting as a stroll down memory lane, but its simplicity and abbreviated story leave it short on substance.
pixeldie.com : While I can’t stress enough how much I enjoyed the game, I cannot stress enough how disappointed I am for what I purchased.
cgmagonline.com (70/100): 198X falls into the latter category, and is a bit weaker for it, given the potential its premise provides to make a really great game.
198X: A Nostalgic Tapestry of Pixels, Pain, and Play
Introduction
In the neon-drenched twilight of the 1980s, arcades were more than temples of digital distraction—they were sanctuaries for misfits, dreamers, and kids escaping the monotony of suburbia. 198X, developed by Stockholm-based Hi-Bit Studios, plunges players into this world through the eyes of “Kid,” an androgynous teenager adrift in a sea of societal expectation. As a love letter to the golden age of arcade gaming, it fuses five distinct genres—beat ’em up, shooter, racing, ninja runner, and RPG—into a narrative about identity, escapism, and the cathartic power of virtual worlds. Yet, while its passion is undeniable, 198X is a bittersweet artifact: a gorgeously crafted but truncated prologue that raises more questions than it answers. This review dissects its legacy, dissecting its triumphs as a historical artifact and its shortcomings as a complete game.
Development History & Context
Hi-Bit Studios emerged from Sweden’s indie renaissance, spearheaded by director Tobias Bjarneby, who envisioned 198X as a “compressed, weaponized dose of nostalgia.” The project, announced in 2017, sought to capture the visceral thrill of 1980s arcades while exploring their emotional significance. Its Kickstarter campaign (launched May 2018) resonated deeply, raising SEK 676,558 from 1,920 backers—proof of the era’s enduring cultural pull. Technologically, the team leveraged Unity to create pixel art that mirrored the limitations and vibrancy of 1980s hardware, while collaborating with legends like Streets of Rage composer Yuzo Koshiro to cement its sonic authenticity.
This context is crucial. 198X arrived amid a wave of 1980s-inspired indies (Hotline Miami, Dead Cells), but distinguished itself by prioritizing emotional resonance over mechanical depth. Its episodic structure—marketed as “Part 1 of a greater story”—reflected Hi-Bit’s ambition to blur the line between interactivity and introspection. Yet, the gaming landscape of 2019 demanded more than a nostalgia trip; players craved substance. 198X delivered beauty, but often at the cost of completeness, leaving it a fascinating artifact rather than a fully realized masterpiece.
Narrative & Thematic Deep Dive
At its core, 198X is a melancholic coming-of-age parable. Kid, clad in a red jacket and chunky hightops, navigates a sterile suburban dystopia of identical houses, jump-roping children, and unspoken familial fractures. His father’s absence looms large, hinted through fragmented dialogue: “My parents split up because of something I did,” he murmurs, his voice thick with unprocessed guilt. This trauma drives him to the City, where an abandoned factory houses an arcade—a neon oasis of “freaks, geeks, and outcasts” offering escape and belonging.
The narrative unfolds through five arcade games, each a metaphor for Kid’s psyche:
– Beating Heart: A beat ’em up where Kid’s doppelgänger battles through urban decay, culminating in a hospital—a symbol of unresolved familial wounds.
– Out of the Void: A shooter where evading asteroid fields mirrors Kid’s flight from reality.
– The Runaway: An OutRun-style race where Kid chases a punk-rocker girl, freedom incarnate, as synth-rock swells.
– Shadowplay: An auto-runner where a ninja evokes Kid’s anxiety, pursued by a shadowy figure (likely his inner demons).
– Kill Screen: A turn-based RPG where slaying dragons named Grief, Pain, and Fission embodies confronting trauma.
Themes of duality permeate: suburbia vs. City, escapism vs. growth, and the “lines between game and reality” blurring as Kid’s victories translate to real-world confidence. Yet, the narrative’s greatest strength is also its flaw. Kid’s monologues (“I was free. I was in control”) are poetic but repetitive, and subplots—like his schoolyard infatuation—are abandoned. The cliffhanger ending (“The game was not over”) feels less like a hook and more like an apology for incompleteness.
Gameplay Mechanics & Systems
198X’s gameplay is a curated museum of 1980s arcade tropes, each segment a loving homage:
– Beat ’em Up (Beating Heart): Fluid animations and weighty combat (a baseball bat feels brutal) but truncated to a single level. Bosses are replaced by a hooded figure—hinting at a sequel.
– Shooter (Out of the Void): Power-ups and epic boss battles (e.g., a screen-filling mech) echo R-Type, but respawns negate tension.
– Racing (The Runaway): The standout. High-speed chases merge with Kid’s narration about freedom, creating a seamless narrative-gameplay synergy.
– Ninja Runner (Shadowplay): An auto-scrolling obstacle course with instant-death traps—frustrating but atmospheric.
– RPG (Kill Screen): A grind-heavy dungeon crawler where leveling up reveals cryptic taunts (“YOU ARE ERROR”), tying Kid’s trauma to the game’s code.
Mechanically, the systems are elegant but shallow. Each genre is reduced to its essence—no complex combos, no branching paths—and the absence of high-score replayability or unlocked content stifles engagement. Controls are intuitive, however, and the “quarter drop” sound effect when respawning adds tactile authenticity. Still, the brevity (1–2 hours total) and lack of difficulty options make it feel like a tech demo rather than a complete game.
World-Building, Art & Sound
198X’s world is a triumph of environmental storytelling. Suburbia is rendered in muted pastels, contrasted with the City’s neon-drenched grit—abandoned factories, flickering arcade signs, and rain-slicked streets. Kid’s bedroom is a time capsule: a boombox, Guns N’ Roses poster, and E.T. VHS tape ground his struggle in tangible nostalgia.
Artistically, the pixel art is breathtaking. Each arcade game boasts distinct aesthetics: Beating Heart’s graffiti-strewn alleys, Shadowplay’s bamboo forests, and Kill Screen’s glitching dungeons. The character designs—Kid’s androgynous allure, the punk-rocker’s spiked mohawk—embody 1980s counter-culture. Sound, too, is masterful. Koshiro’s contributions (think Streets of Rage synths) blend with original chiptune tracks, while sound effects—laser zips, engine roars—evoke arcade authenticity. One standout: The Runaway’s highway segment, where Kid’s voiceover swells over driving guitar, merging gameplay and emotion into a cathartic crescendo.
Yet, artistry isn’t enough. The world feels underexplored—why is the arcade hidden? What’s the significance of the hooded figure?—and the lack of interactivity (e.g., no arcade exploration) reduces it to a backdrop.
Reception & Legacy
198X’s reception mirrored its fragmented narrative. Critics lauded its passion but lamented its incompleteness. On Metacritic, it scored 74 (PS4), 63 (PC), and 65 (Switch), with praise for its “pitch-perfect pastiches” (Eurogamer) and “exceptional soundtrack” (Nintendo Life). Yet, GameSpot called it a “proof of concept,” while IGN Italy lamented its “low replayability.”
Commercially, it performed modestly, priced at $9.99—a value proposition undermined by its runtime. Players were divided: some saw it as a “nostalgic masterpiece” (Backloggd), others as a “Kickstarter scam” (Metacritic user). Its legacy, however, is more nuanced. 198X succeeded as an interactive museum, preserving arcade culture’s emotional core. It influenced games like UFO 50 by demonstrating how nostalgia can drive innovation, but its unfinished state remains a cautionary tale about episodic storytelling. As Retro-Grades noted, it’s “excellent exposition, packaged in a short, storytelling session.”
Conclusion
198X is a paradox: a game that feels both complete and unfinished. As a historical artifact, it’s peerless—a loving recreation of 1980s arcades, filtered through a lens of teenage angst. Its art, sound, and narrative ambition place it alongside titles like Journey as a testament to games as emotional vessels. Yet, its brevity, unresolved plot, and lack of replayability prevent it from being a classic. Hi-Bit Studios crafted a beautiful prologue, but the sequel—promised in 2019—has yet to materialize, leaving players stranded on the precipice of its neon dreams.
Verdict: 198X is essential for fans of arcade history and narrative-driven indies. It’s a poignant reminder that games can be both escape and therapy. But approach it as a snapshot, not a novel—a bittersweet vignette of pixels and pain, forever yearning for its second act.