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Recommended
0.0 hrs last two weeks / 261.1 hrs on record (252.3 hrs at review time)
Posted: Nov 5, 2022 @ 3:51pm
Updated: Mar 1 @ 5:23pm

Early Access Review
This game is exceptionally great in nearly every department.

The weapon mechanics are very unique and creative. Pretty much every weapon slot and tool is very powerful, with cool tricks. Theres so many options and they still nicely fit in their own role with little overlap or superfluous-ness. Despite the arsenal being so varied, for pretty much every single enemy, the vast majority of guns have some method or situation to be extremely useful against a particular foe. The shooting feels impactful and punchy, even without the (sometimes excessive) hitstop.
Its obviously not the first game where guns with gimmicks of combining their own projectiles, but its the first game to have it in such a high extent of ambition and significance. And despite that, it still feels coherent and rational. You are not doing something silly and stupid to deal damage, it mantains the feeling that you are actually shooting and targeting the enemies instead of doing random things.
My only complaint is that a lot of the guns added in the "Full Arsenal" update (the last few to be implemented) felt like they were of much lower quality, less interesting interactivity, and worse balance than the previous existing weapons in the game, which does stick out a bit like a sore thumb in my opinion


Most of the enemies are very highly interactive in a way that is far beyond what you typically get in FPS games, its a combination of just about everything : creative and unique feeling parries, generally interactive projectiles, easy to weaponize friendly fire, enemies can affect other enemies in various ways, among other things.

Using the floating stone head enemy as an example : Theres lots of good and simple ways to kill it fast and directly, like just going near it and shotgun blasting it in the face, or using strong ranged attacks.
But you can parry its projectiles back at it.
You can deflect its projectiles back at it with an explosion, and theres actually quite a few different explosions that can do this same task differently, for a different circumstance.
You can throw your coin, which ricochets and deflects hitscans at enemies, right into its explosive beam to instakill it or to just send a big explosion at nearby enemies.
Stomping on it while youre flying around is a pretty good and fast way to finish it off.
You can kill it while there are enemies below it, so they get crushed because the floating head is no longer floating.

Theres a ton of ways to deal with things in this game. Even things that feel like a scripted hardcounter end up being but one of the many different, strong and uncomparable ways kill something. Theres plenty of genuinely organic power all-around. And if you ask how many of these notable methods to kill a specific enemy remain relevant when at an extremely high and skillful level of play, the answer usually is : "Every single one of them"
The qualities of the enemies dont end there, they are just very aesthetically and mechanically diverse. They do their own thing, with pretty much only one exception of a fodder enemy that feels less remarkable and relevant than the other ones. Any enemy has a completely different silhouette than anything else.


Bossfights are enemies too, and in this game, they absolutely mop the floor with the rest of the genre. The first few major foes might not be all that special (but certainly above average for fps shooters), but once you get to major bosses like V2 or prime bosses, its just far above anything in the genre.
I could say they are more interactive, dynamic, faster, more oppressive, more personal, than other FPS bosses, but the only way to really get the message across is by having one play the game and end up finding some of the best bossfights in the history of videogames.
There cant be any euphemism here : this game's best and most iconic bossfights completely ♥♥♥♥ on basically everything that other fast-paced FPS shooters have to offer, and are some of the very best in action games as a whole.


The core movement is excellent. You pretty much never have to come to a halt, there is always a way to get going very fast. Everything flows perfectly, slides, stomps and dashes chain into eachother, transfering their momentum from one another. The hook is extremely useful and extremely fun for basically everything, has no cooldown and has great interactions with some of the guns. Exploding yourself (or being exploded) around also works great.


The general aesthetics and feedback are on point. The earlier parts of the game are very simple, and the game starts as just a generic-but-very-well-made shooter where you have a pistol and a punch. But just the way it feels to shoot an enemy, the impact of the guns, the top-tier soundtrack, and simple-but-satisfying mechanics, makes the game feel like something great and remarkable, even before it evolves and becomes unique, without compare.


In general, it is pure freedom. There is never a situation where the game forces you to act in one specific manner. Nothing stops you from never using a gun because you cant figure out how to make it useful. Nothing forces you to constantly swap weapons or play however the devs want you to play.
Being honest here : The style meter, rankings and freshness gauge do seem questionable at a glance. But it really doesnt matter, the time limits are super lenient, the freshness gauge expires extremely slowly in most (unfortunately not all) weapons to the point its practically irrelevant. Getting a S rating in style is extremely easy, as long as you dont reload checkpoints because that nukes your style rating.


The way healing works is perfect. It is balanced extremely well, its thematically great, it matches most of your arsenal, and just encourages constant, relentless, but not careless, agression.


The player expression in this game is at an all-time high for shooter, due to all these great ways to kill, move and look awesome. The game itself isnt simply awesome, it makes YOU be awesome. You can recognize someone's playstyle by a brief video of them playing some lategame content. But currently it is held back by the fact the hard and challenging difficulties are not yet released, and the tougher and more involved segments are presently a small fraction of the game.


The game is shaping itself up to be something with excellent replayability. It is currently very held back by the lack of the upcoming higher difficulty settings, but even now, it is hard to get tired of its mechanics.
Edit 01/03/2025 : The new "Encore" levels basically guaranteed that the game will have no shortage of high-difficulty levels that will keep fun to replay after you beat the game. That, combined with the nice campaign itself and the infinite wave cybergrind mode genuinely guarantees the game can have way over a hundred hours of fun.
A proper first playthrough (main game + prime sanctums + encore ) will be nearing twenty hours to begin wtih, and theres definitely incentive to play a lot more than that.

Speaking of replayability : Custom levels are getting greater and greater over time. Most of the current ones feel pretty shabby but there have already been a few genuinely amazing player-made creations, that can compare to the levels of the original game.

Its full of nice qualities all around. There is a total absence of mini-cutscenes or "press x to cool" during gameplay. The soundtrack is fantastic. The setting is great.
If you want high and uninterrupted action, pure unfiltered gameplay mechanics, genuine intensity, and moments that you will remember forever, then this is the FPS shooter for you.

It is is a shining star of quality. I would say it is the best singleplayer FPS game you can find on the market.
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2 Comments
Stret Nov 22, 2022 @ 8:46pm 
im talking about cutsceney things that take away ur controls smh
cbhv4321 Nov 22, 2022 @ 10:39am 
hey press x to cool animations are awesome thing of drg reloads at full ammo