BeefJack: "Soon, fatigue begins to creep in. The difficulty curve is achieved simply by spacing checkpoints increasingly farther apart (indeed, on Hard mode, checkpoints are eschewed altogether) and introducing enemies who simply block more. And rockets. Lots of rocket spam. There’s a distinct feeling that Shank could be doing a little more, that the bosses’ fixed-room locations and predictable patterns could have been more original, and that you’re not sure if you’re meant to be taking the game seriously."