3.0 hours played
Written 18 days ago
I absolutely love this game. And it's funny that I refunded it the moment I got into the game. (I didn't realize that I had Random Enemies on and I though some heavy enemies, were the common enemies, so I thought that was how hard the easiest difficulty was)
Seriously this game has some really good potential, especially since its full release is coming out in August. I haven't yet completed the game but dear lord is it amazing.
The art style is if you grabbed Gluttony from ULTRAKILL for level design, POSTAL (One) for the art direction and loading screens, and Quake for the gameplay and overall feel. Which I like because it's almost an inbetween of Dusk and Quake. Fast like Dusk, but still maintains the slowness of Quake.
The Weapons are honestly really fun to use. You have the Magnum Revolver, (That looks mostly like a Colt Python) The QuadCo™ Quad Shotgun, the Machine Gun, QuadCo™ Quad Launcher, K I T T Y, a Minigun, Triple Barrel Shotgun, and Railcanon. All of these have alt fires
The Magnum: Is the only weapon you reload that has a six round chamber with 45 max ammo... I'm sorry why. That doesn't make any sense for an even ammo distributing weapon, but it's made up by the amazing alt-fire. Alt-Fire: You twirl the magnum around until it flashes white, then it'll fire a heavy round that'll gib the enemy it kills.
QuadCo™ Quad Shotgun: Honestly, it's one of the only shotguns in a boomer shooter that isn't what they usually are, but I like it. It's underpowered and I like that. (That's why the triple barrel has an extra barrel) Alt-Fire: It has a 3 round burst that is pretty lame in my opinion but it's fine. The shotgun is still really useful.
Machine Gun: It feels like a mix of the grenade launcher and nail spitter from Quake with the Overheat Nailgun from ULTRAKILL sprinkled in. If you fire for too long the bullets will become slow firing incendiary explosive round. Alt-Fire: Fires an incendiary grenade that takes up 15 ammo. It's useful, but you can't use it will firing.
QuadCo™ Quad Launcher: Fires a rocket, kind of obvious. Only negative, you can't rocket jump. Alt-Fire: Fires 4 rockets at high speed, which is useful against huge crowds and bosses.
Kitty: F E E D H E R W I T H T H E B L O O D O F Y O U R E N E M I E S.
Minigun: Fires heavy caliber in yards. Yeah that's how many bullets you have, enough in yards. The alt-fire is the lamest in my opinion, but is supposed to help in utility kind of like ULTRAKILL's railcanon. Alt-Fire: Rev up minigun to have instant fire power. At least you don't have to slow down while revved like a certain TF2 class!
Triple Barrel Shotgun: Superer Shotgun
Anyway, that's the weapons but what about the game itself.
Design-wise, it's very Quake-esc. I'd say Arena Linear progression. I like it, it's fun tearing apart my enemies with an otherworldly creature named Kitty. The art-design of the levels is amazing. It's very grounded yet grotesque. It's disgusting and I love it. That's why I wished there was more for Gluttony in ULTRAKILL. (Waiting for 3-E. Hakita, make it happen when Fraud releases! [Or earlier])
The lore for the game is honestly pretty well FLESHED out (heh get it. its an incision, flesh? no one?! tough crowd damn.) I ain't going to spoil it, either watch a lore video or look through the game yourself.
ANYWAY, thanks for making it to the end. This game is amazing and I'm glad SmoothBrainDev made it. (Add Workshop Support on full release like L4D2's and my life is yours!)