I have some pretty mixed feelings about this game. It plays like a combination of Hotline Miami and Bloodroots, with Hotline Miami being an obvious aesthetic influence. I love Hotline Miami but didn't really like Bloodroots, however I think this game somehow manages to do the melee combat thing well, while making gunplay very annoying. I liked the hand to hand fighting and ability to pick up any weapon in the environment, especially as the game advances and you get more abilities so you can do things like parry, do finishers, and use your secondary gun to even the score. I think the game starts you off with too few options, but by the end you've got plenty of tools and it feels really good.
I also like the way the game looked and really appreciated the pulsing soundtrack. The storytelling was a bit hit or miss and had the typical indie game issue of trying to tell an affecting story while also being intentionally extremely goofy and it just did not work. You can't make me care about my dead son in a drone when you're also messing around with pig men and zombies and all sorts of other nonsense. You just can't, so don't try.
The guns, on the other hand, are just a massive pain. It's too hard to keep track of all the enemies when they send waves of gun wielding dudes after you and your health can just get melted in a second or even less so you're madly rolling around trying to stun enough of them that you can grab your own gun and get even. It never felt cool and smooth like a John Woo film it felt like a mad desperate scramble to survive, which in and of itself isn't a bad thing but I don't think the controls are precise enough to really make even that feel good. Instead all too often it felt random. Does some guy pop a shot off while you're out of your roll and before you can roll again, thus giving you literally no way to defend? Congrats, you just lost a health chunk!
And that's another big issue I had with the game. Unless it's buried somewhere in the perks system there is no way to refill your health except regenerating to the top of the last bar you have a piece of or just dying. This was especially frustrating when you enter a room with a new boss whose patterns you don't know and are just like "well I guess I'm going to die here."
The vehicle levels were just bad and felt cheap compared to the rest of the game. They're at least short.
As usual I'm complaining a lot but that's because I really enjoyed the core of the game (at least when it wasn't gun focused) but it felt like the game wanted me to engage with it in a totally different way than I wanted to. I wanted to play a cool, stylish, overhead brawler. It wants to be a skill-focused game that you run again and again to get perfect (the scoring system and all the stuff locked behind it shows this) but it has too much plot and not precise enough controls for that. It's better as a straightforward brawler but it fights against that, giving you poor grades your first time through and making the baffling decision to hide its perks (that would make the game easier) behind getting 10 gold teeth in a level which you never will if you just play to finish the level, rather than giving you new perks every 10 gold teeth you get overall.
None of this ruined the game for me. I liked it. The stylish visuals, funny gags, and smooth hand to hand combat made it enjoyable. But the completion levels are dismal. On Xbox it's well under 5% and even on PlayStation, where you have to pay for the game (so you don't have Game Pass dabblers trying it and then moving on), only 16% of players are getting to the end. For a game that's under 5 hours and not THAT punishing if you die and rely on checkpoints that's very bad. It's on par with Bloodroots, a game that I found many times more difficult and personally did not like (but did finish.)
I'd love to see a sequel to this that builds on its strength and leans more into the hand to hand stuff with a better progression system (perks unlocked as you go; a better skill tree that doesn't make the beginning so limited) and its very nice aesthetics. It ends on a cliffhanger so the developer is at least thinking about it.
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