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Deadlink - Early Access Review

There’s a key to difficulty in games, and it’s often hard to work out. It’s a fine line to walk between frustration and satisfaction, between the relief of pulling off a difficult fight (and the knowledge of actual consequence), and making that difficult fight still easy enough that the player wants to keep fighting, rather than logging off to play something more relaxing. It’s a balance not every game can strike, as seen from the number of people who give up on Fromsoft titles. Deadlink, on the other hand, manages it pretty easily. The fights are difficult and the arena setting can turn into an absolute meatgrinder, but every time you squeak out a win, every time you pull that luck and skill together, you feel like a cybernetic neon god. It’s the best feeling in the world, and I can’t wait to see how they expand upon it from here.

The following review is based on an early-access build of the game. The final experience may change from the time this review goes out.

Deadlink
Release Date:
Oct. 18, 2022 (Early Access release)
Developer:
Gruby Entertainment
Publisher:
SuperGG
Platform: PC
MSRP:
19.99

There’s a key to difficulty in games, and it’s often hard to work out. It’s a fine line to walk between frustration and satisfaction, between the relief of pulling off a difficult fight (and the knowledge of actual consequence), and making that difficult fight still easy enough that the player wants to keep fighting, rather than logging off to play something more relaxing. It’s a balance not every game can strike, as seen from the number of people who give up on Fromsoft titles. Deadlink, on the other hand, manages it pretty easily. The fights are difficult and the arena setting can turn into an absolute meatgrinder, but every time you squeak out a win, every time you pull that luck and skill together, you feel like a cybernetic neon god. It’s the best feeling in the world, and I can’t wait to see how they expand upon it from here.

Deadlink’s plot is revealed mostly through its in-game encyclopedia, but here are the broad strokes: You are an agent of the Corporate Security Agency sometime in the far future, tasked with policing various megacorporations. In your capacity as an agent, you are uploaded into a cyborg body via an interface known as a “Deadlink,” ready to dole out justice. But before the Deadlink can be put into wide use, it needs to go through exhaustive simulation. That’s where you come in. Over the course of three campaigns, one for each megacorporation the CSA is supposed to take down, you will shoot, explode, and generally reduce to rubble everything in your path. And maybe, if you’re good enough at the simulation, you can do it for real.

The core loop Deadlink sets up throws you into a first-person arena shooter with roguelite elements. Every run, you upload into the simulation and throw yourself against the armies of the three megacorps, all with their own unique units and theme. In between missions, you talk with the two scientists who serve as your handlers, one of whom offers advice and the other offering insulting but helpful tips about how to take down your enemies on the next run. Each run, you earn experience points and unlock rewards, everything from stat upgrades to new loadouts for your existing shells, descending again and again into the underbelly of the city to do battle once more.

The roguelite elements do a great job of maintaining this loop, too. You’re never too far from a restart point, you can very easily get back into the action once you’ve ended a run, and the upgrades can be genuinely helpful, especially the shield, health, and ammo capacity upgrades. The game also pushes you to use abilities other than just basic shooting, as each (temporary) upgrade you get in the combat sections is tied to a specific action— weapon-switching, one of the two “skill” powers, or breaking the “c-balls” full of ammo around the arena. Using these abilities and your grenades also mark enemies, which causes them to explode into showers of shield recharge energy when killed. You can get into a good rhythm of moving around the arena, taking out opponents with a variety of tools at your disposal, and all of it feels deeply satisfying, like you’re the video-game equivalent of John Wick. Few shooters manage their gunplay/skill interactions this well (looking at you, Doom Eternal), but Deadlink allows you to pick up the basics and settle into a rhythm that works.

The game’s setting is similarly brilliant and allows you to sink into it. Even without the codex, the game has a mood and feel that infiltrates every corner of its world, from the Blade Runner-inspired alleys and sleaze, to the bright colors of your weaponry, to even the threatening-looking robotic skeleton that serves as your player character. As you level up your exoskeleton and weapons, the mods even appear as cosmetics, further driving home the idea that you’re upgrading yourself. It even strikes a nice balance with the graphics, hearkening back to cyberpunk shooters like System Shock (dig the red and blue color palette and the way the game even starts you off in a backalley doctor’s office), Cyberpunk (the thumping, undulating dynamic bass soundtrack that kicks in and grows more intense as the battles do), and an intense feel to the gunplay that fits right alongside the modern “boomer shooter” revival currently taking the FPS-playing world by storm.

But it goes without saying that the game could use a bunch of polish. There’s some definite balance issues between the two loadouts, with the “Soldier” shell favoring up close and personal interactions but being outfitted with an AOE that tends to hit maybe one enemy at best and a clunky shotgun among others, and the “Hunter” allowing for a lot more range of movement, a higher rate of fire, and not really much of a downside. The game presents itself as fast-paced and movement based, so having the beginner loadout be a slower, clunkier one doesn’t make as much sense. Especially because it feels like the Soldier loadout is basically just something to push through so you can get to the Hunter loadout.

The game is also pretty stingy on health, something that’s a definite issue in the later levels when you get swarmed by enemies, leading to a situation where, if you get the wrong set of rooms, you can pretty much die just from being trapped and getting shredded without a clear exit in sight. It could also use a little more indication of progress, as there’s no way to tell how close or far away you are from the boss room, which kind of makes the game feel a bit grindy at times. There were also moments where I clipped into the scenery, clipped into enemies, and clipped through the stage, leaving me looking up at where I was supposed to go through a skybox.

These are all kinks to be expected, however, in an early access title. These shouldn’t by any means deter you from playing one of the most exciting cyberpunk shooters of the 2020s (okay, not a huge category, but this and 2077 do kind of stand out above much blander titles like The Ascent), and one with style, mood, and kinetic action in spades. It’s definitely going to be interesting seeing where Deadlink goes as it continues its early-access journey, and well worth getting in on the ground floor.

The Good:
-
Fast, kinetic action with easy skill use and a good rhythm
- Excellent mood, atmosphere, and world design
- Gorgeous graphics
- An adrenaline rush of roguelite FPS action

The Bad:
-
In the very early stages of its early access journey, so be prepared for some bugs
- Balance issues in the loadouts

Final Score:

A game with a few flaws, but I haven’t been able to stop playing it for four days straight.

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The Culling Early Access Review

There's not much to say about The Culling, really. It's the kind of game that, if you like arena-based deathmatch shooters, you will probably like. If you don't like multiplayer arena-based deathmatch shooters, you will not like it. That's pretty much the delineation. 

Granted, as far as arena-based deathmatch shooters go, I like it a lot more than most, but it's going to be pretty clear when I describe the mechanics whether or not this is your kind of thing.

There's not much to say about The Culling, really. It's the kind of game that, if you like arena-based deathmatch shooters, you will probably like. If you don't like multiplayer arena-based deathmatch shooters, you will not like it. That's pretty much the delineation. 

Granted, as far as arena-based deathmatch shooters go, I like it a lot more than most, but it's going to be pretty clear when I describe the mechanics whether or not this is your kind of thing.

The Culling is a game that functions on a simple premise: You have signed up (or maybe been coerced) into the internet's leading game show, a deathmatch where you are packed up in a crate and dropped on a tropical island to murder complete strangers with a variety of implements, most of which you will have to make yourself. When you are murdered, you are out. No respawn, no "back to start," you can spectate, or you can bounce. 

So that's pretty much it. Simple. Run around, kill other people, don't get killed. 

But what makes The Culling interesting is how it deals with those details. First, everything involves an in-game currency called FUNC. Want to craft something? You need FUNC. Want to heal? FUNC. Access the higher-level airdrops you can call in? More FUNC. It kind of allows for prioritizing your sources for the most part-- it might be better to save up and get the airdrop rather than opening the crate near the center of the arena, or even better still to roll your own weapons and avoid using much of the currency at all, saving it to heal. The ability to craft weapons also adds some strategy, allowing for both ranged and melee options.

And melee is actually now a huge part of the game. The Culling does away with the usual run-n-gun in exchange for tense melee fights between you and your opponents, with the optimal tactic seeming to be a "hit  and run" approach where one swings wildly at their opponent, or turtles while waiting for an opening, constantly moving in and out and in and out in an attempt to gain the other hand. It's a marked change from bunny-hopping and circle strafing (though people who have tried that met the business end of my taser pretty quickly).

Also, the sound design is amazing. This may be one of the few FPS's I play with headphones on, because sound matters that much. You can hear the direction your opponents are coming from, the whirr of nearby cameras, and just about everything else. It's also direction-dependent, with sounds popping up in the proper location, allowing you to plan or run away when someone gets too close. It feels like the noise has reason and body, which adds another dimension over the usual run-n-guns. 

And finally, the game actually has a good sense of humor. While the callouts might get annoying and repetitive, there are some amusing moments, and the tutorial doesn't actually make me want to rush through it immediately. Overall, it's not bad.

I'm looking forward to seeing the finished product when all is said and done. There are some good ideas here, and while the single arena offers no real variety, it's nice to have something familiar and figure out the ins and outs of where you find yourself. The game definitely could benefit from more models and better options, but in its current form, it's beyond solid. 

This game was early access. The reviewer was provided with a release code.

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SUPERHOT Review: Maximum Effort!

Okay, so let me lay it on the line right here: If you have recently seen an action movie and said, "I would like a game that lets me do that," then SUPERHOT is the game for you. If you have ever seen a gunfight and wondered why first-person shooters don't give you the same ability to be a badass, this is the game for you. And, well, if you have recently seen Deadpool and want to turn literally everything within range into an instrument of murder, chances are SUPERHOT is your kind of game, too. 

But allow me to explain.

Okay, so let me lay it on the line right here: If you have recently seen an action movie and said, "I would like a game that lets me do that," then SUPERHOT is the game for you. If you have ever seen a gunfight and wondered why first-person shooters don't give you the same ability to be a badass, this is the game for you. And, well, if you have recently seen Deadpool and want to turn literally everything within range into an instrument of murder, chances are SUPERHOT is your kind of game, too. 

But allow me to explain.

SUPERHOT is a bizarre abstract shooter that showed up first as a prototype for the 7-day FPS challenge way back in 2014.  The central concept is that time only moves when you do, allowing you to plot a couple of moves in advance and actually think about how to maneuver through the scene. This, combined with its incredibly simple controls (left click shoot, right click throw things, WSAD moves, space jumps. And that is literally all you need to know. And even then, jumping can be optional) puts me in mind of a slightly less difficult Hotline Miami, another game that involved incredibly simple controls and a byzantine plot to combine for an orgy of mad violence. 

The word "byzantine" is pretty much exactly the word to describe the plot. Without giving too much away, you (as yourself) are sent a cracked .exe file for a game called SUPERHOT. The game you are currently playing. As you enter each new level and mow down red guy after red guy, messages on screen appear, telling you essentially "MORE MORE FASTER FASTER" and encouraging you to waste guys. But then, around the time you get the first message of "YOU SHOULDN'T BE HERE," things get...weird. The game takes an abrupt shift into a genre I wouldn't dare give away, and then plumbs its bizarre depths from there. Exactly what is going on or how much the game is aware of the fourth wall is in doubt, but it's clear that the creators are trying to make it so the usual sense of detachment no longer applies. 

The game's commitment to immersion is really cool. The menu screen is set up like an older-model CRT with text, offering you a variety of apps and programs, including a chat program where characters discuss their experiences with SUPERHOT, an old-school arcade game or two, older applications like Sand Simulator and Water Simulator, and even Conway's Game of Life. It really helps drive home the atmosphere of the game, that you've somehow stumbled upon this odd virtual reality interface and been drawn into a cyberpunk world full of bizarre concepts that are mostly spoilers I can't give away. 

The plot actually gives the game an odd contrast, a game that makes it seem bad to do this cool thing, while at the same time reinforcing how cool doing this thing is. The game is addictive, especially when it plays back an entire kill streak and you see yourself rush through a kinetic action movie-style setpiece, leaving a trail of red polygons and glass-shattering noises in your wake. SUPERHOT also contains several "challenge" modes and an "endless" mode that will basically satisfy your craving for wasting a ton of trichromatic polygons from now until doomsday. 

In terms of the plot doing that, I'm actually reminded of Harvester, another game that involved a game supporting violence, while at the same time being a game that took an anti-violence stance. I'm not sure how much SUPERHOT played it tongue-in-cheek, since the plot deliberately plays against the nature of the game or frames the actions of the player as being enthralled and controlled by the game, but either way, it's just interesting enough for me to keep going. 

In the end, this is the most innovative shooter I've played in a few years, and I thoroughly recommend buying it. I also recommend watching Killstagram if you have any further doubts about playing the game. It's well worth it, and is by far the most satisfying burst of violence since Hotline Miami.

5/5

Full disclosure: The reviewer received a copy of the full game in exchange for this review. 

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