We played Hyperviolent

We played Hyperviolent

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What do PlayStation 1, Nintendo 64 and System Shock have in common? Nothing. However, a careful enough eye will find precisely these recognizable characteristics in Hyperviolent, a new retro game released under the auspices of Fulqrum Publishing.

According to the above, the game contains a retro aesthetic in which a combination of low-poly 3D and 2D sprites, ambient lighting similar to N64 games and stretching pixelated textures similar to PS1 games present a visual that will certainly find fans among fans of retro games.

Međutim ako očekujete shooter - full stop! System Shock je riječ. Radi se recimo o spiritualnom nastavku or bolje rečeno počasnoj igri. Znači naglasak is on atmosferi, youmpo je spor a municija rijetka. Da nebi bilo zabune, ova it's a game neusporedivo jednostavnija od jednog System Shock as well as drugih shooter, what niis andznenađujuće za jednu manju indie the game. Može se ubrzati vještinom gameča, pogotovo ako se prolazi neke djehuntinge više puta what ju više približava boomer shooterthere is, but kontrast je jasan - ovo čisti boomer shooter nije.

The story is quite simple. The player is sent to a mining asteroid to investigate the incident, but when he arrives at the station he faces a nightmare in the form of an outbreak. Zombie outbreak? Somewhat... In addition to the zombie staff, there are also infected, crazed thugs and other beasts. It is up to the player to find out through the story what he is talking about here. Also, the story can be completely bypassed and reading the logs and uncovering the circumstances is quite optional.

What we often lack in modern shooters are unusual and more imaginative weapons, and here Hyperviolent delivers the most. The most striking element of the gameplay is Dual Wielding. The player can choose what to use in which hand. For starters, the metal rod and flashlight combo is there for the early dark parts, then the ax and shield, then the electric baton and gun for effective combat with little ammunition and so on. Two bars can also be used for more effective close combat. I can also have two lamps, but why? Basically, certainly a welcome possibility. Some other weapons like the Shotgun or the Rocket Launcher will, however, occupy (as expected) both hands. However, there are other aspects that will be a hit for someone and a miss for someone else.

The movement is abstractly fluid, like the old game Descent (controlling a spaceship), which seems strange considering that the player moves on foot. Artistic freedom, we could say.

This also includes jumping, which is unusually high with a sudden bounce. As if we are Superman and not an ordinary agent.

Zatim tu je System Shock način interakcije, what znači da možete zaboraviti na moderna "quality of life" improvements. Nema automatskog skupljanja niti indikatora where newhat nalazi. WITHve se samo mora, toći do objekta, pa kliknuti, pa opet kliknuti or čak duplo kliknuti what ironično ispada brža opcija. Iako sam inventorij izgleda standardno, inpravljanje je podosta nespretno. Vrlo lako je slučajno izbaciti iteme van te there is slučajeva (what je mogući bug) da se cijeli raspored random resetira prorkom svrstavanja.

Game podržava i controller what je čak i ugodnije za gamenje, međutim i tu je nespretno upravljati inventorijem te se mjestimični indikatori sa PC versions miču u službu "button prompta". WITHigurno je za reći da kontrole definitivno trebaju improvements in order to bile na zadovoljavajućoj razini.

AI očekivano, nije posebno bistar. On to smo navikli kod shooter stare škole. Međutim ono what je problematično jest da zna zaštekati. Neprijatelji će newhen stati usred borbe, pogotovo when naiđu na zid or prepreku, whereas sa druge strane će zathere is noneriti štetu koju im nanosite usprkos tome what pucate direktno u njih i zadati smrtni udarac. IN tome slučaju sukrivac je Hit Detection, međutim previše je random, what je čak i stari Doom primjerice bolis andzveo. To ponekad zna rezultiwarand thattalnom nestašicom municiis and zdravlja pored čega bi gameču bilo bolje da krene ispočetka or učita zadnji checkpoint. Također random se čine opisi i brojevi u igri. Primjerice lik koji izgleda as da je general Meksičke paravojske there is opis da je "science officer"… Uhh, yeah, right. Isto i za brojke u opisu itema čije numeričke vrijednosti as da se ne poklapaju sa sistemthere is implementiranim u igri.

Ono gdje Hyperviolent dodatno kroji svoj identitet je zvučna podloga. Soundovi alreadyinom odišu retro styleom dok soundtrack kombinira mračnu no ritmičnu "moody" melodiju sa cyberpunk elementeam te metal riffovthere is u akcijskim djehuntingthere is. INz navedene vizuale definitivno se radi o dobro prezentiranom uwarku. WITHamo šteta what gameplay i level dizajn ne rade više in order to to pofollowsli do zasluženog mjesta.

It takes more or less 4 hours to complete Hyperviolent (although there are already edited -2h passages on Youtube). But it's an Early Access version, not the full game. More content to come. Also, apart from the content, let's hope for balance improvements and feature polishing, which this game desperately needs.

Hyperviolent je reklamiran as "brutalni old-school retro shooter" what as what rekoh, definitivno nije. This is it survival horror retro RPG shooter modeled on System Shock. Međutim uspoređivati ga sa System Shockom bi bilo nezahvalno. What Hyperviolent nudi je specifično retro iskustvo u manjem paketu. INkoliko ste odgameli already sve 'Shockove' i remakeove istih, heda bi vam Hyperviolent mogao be dobar izlet u poznate no ipak malo drukčije vode.

A copy of the game was provided by Fulqrum Publishing for review purposes