Nine Sols: The Sekiro-Meets-Hollow Knight “Taopunk” Masterpiece in the Making
Stepping into the early access of Nine Sols felt like discovering a hidden treasure. As Yi, a vengeful hero in a “Taopunk” world blending sci-fi and Eastern mythology, I experienced combat that mirrored Sekiro’s satisfying parries and Hollow Knight’s agile platforming. The hand-drawn art is stunning, depicting a vibrant world ruled by ancient Solarian gods. Deflecting enemy attacks with perfect timing, then unleashing powerful bow shots, felt incredibly rewarding. Even in its unfinished state, Nine Sols oozes style and promises a truly unique, challenging action-platformer experience.
MDK2: The Kurt Hectic, Dr. Hawkins, and Max Experience – Still Wild After All These Years
Replaying MDK2 (Murder Death Kill 2) was a trip. One moment I was Kurt Hectic, sniping aliens with my ribbon chute deployed, the next I was Dr. Hawkins, combining household items into bizarre gadgets to solve puzzles. Then, BAM, I’m Max, the six-legged, cigar-chomping robotic dog, dual-wielding uzis. This constant swapping between three wildly different characters, each with unique gameplay styles and absurd humor, kept things fresh and unpredictable. Its bizarre charm and creative level design still feel uniquely wild and inventive even today.
Trepang2: F.E.A.R. Reborn – The Shotgun-Sliding, Cloaking Mayhem We Craved
From the moment I shotgun-slid into a room in Trepang2, time slowing as I dual-wielded pistols to blast heavily armored soldiers, I knew: F.E.A.R. was back. Playing as Subject 106, an escaped supersoldier, I utilized cloaking, enhanced reflexes, and brutal close-quarters combat to tear through corporate mercenaries. The destructible environments, the satisfying impact of weapons, and the sheer visceral mayhem felt like a direct spiritual successor to Monolith’s horror shooter masterpiece. Trepang2 delivered the high-octane, supernatural action I’d been missing for years.
OTXO: The Hotline Miami Roguelike Where Every Bullet is a Death Sentence
Entering the stark, monochrome hotel in OTXO (Ocho), I felt an immediate sense of dread. This top-down roguelike, reminiscent of Hotline Miami, is brutally unforgiving. Every enemy bullet is a one-hit kill. My only advantages were a temporary slow-motion ability and a growing arsenal of unlockable guns and “drinks” (perks). Each run was a desperate, bloody ballet of dodging, shooting, and trying to clear rooms before being gunned down. The minimalist art style amplified the tension, making every encounter a high-stakes, adrenaline-fueled fight for survival.
Bulletstorm: The Skillshot System That Made Killing an Art Form (And Hilarious)
Playing Bulletstorm wasn’t just about shooting enemies; it was about killing them with style. The “Skillshot” system rewarded creativity. I’d leash an enemy towards me, kick them into a giant cactus (“Pricked”), or shoot them into an electrical hazard (“Shocker”). Combining these with different weapons and environmental interactions led to hilariously named, high-scoring kills. This focus on stylish, over-the-top violence, coupled with Grayson Hunt’s vulgar-but-charming dialogue, made Bulletstorm a unique and incredibly fun shooter experience where sadism was actively encouraged and rewarded.
Spark The Electric Jester: The Sonic Mania Competitor You Never Played
When I first played Spark The Electric Jester, I was blown away. It felt like a lost Sega Genesis classic, a true competitor to Sonic Mania in its speed, vibrant pixel art, and exhilarating level design. As Spark, I blazed through imaginative stages, utilizing different Jester powers to overcome obstacles and battle creative bosses. The momentum-based platforming was tight, the music was catchy, and it captured that elusive retro magic perfectly. It’s a fantastic indie platformer that many Sonic fans might have missed, but absolutely shouldn’t.
Furi: The Boss Rush Game That’s a Symphony of Bullets and Blades
Furi is pure, distilled boss rush adrenaline. As the Stranger, I battled a series of unique, challenging Guardians, each a multi-phase gauntlet of bullet-hell patterns and intense close-quarters duels. There were no minions, no exploration, just back-to-back, skill-testing fights. Learning each boss’s intricate attack sequences, mastering parries and dodges, and finally landing that last hit felt incredibly rewarding. Complemented by a killer synthwave soundtrack, Furi was a stylish, demanding, and ultimately triumphant symphony of precision combat.
Nine Sols: Mastering the Deflection and Bow Mechanics
Combat in Nine Sols quickly taught me the importance of its core mechanics. Like Sekiro, deflecting enemy attacks with Yi’s sword at the precise moment was crucial, opening them up for counter-attacks. But equally vital was the bow. I learned to charge powerful shots, use different arrow types for various effects (like explosive arrows), and seamlessly weave ranged attacks between my parries and melee combos. Mastering this dance between precise deflection and versatile archery was key to surviving New Kunlun’s challenging “Taopunk” enemies and formidable bosses.
MDK2: The Sheer Variety of Gameplay Across Its Three Protagonists
MDK2’s genius lay in its constant gameplay shifts. As Kurt Hectic, I was engaged in third-person shooting and sniping, using his iconic ribbon chute for aerial maneuvers. Then, I’d switch to Dr. Hawkins, solving bizarre environmental puzzles by combining everyday items (like a toaster and duct tape) into makeshift gadgets. Finally, I’d take control of Max, the four-armed (or six-limbed) robotic dog, for intense, dual-wielding run-and-gun action. This sheer variety ensured MDK2 never got stale, offering three distinct, equally absurd, gameplay experiences in one package.
Trepang2: The Slow-Mo, Dual-Wielding Combat is Pure Power Fantasy
Activating slow-motion in Trepang2 while dual-wielding shotguns was an unparalleled power fantasy. Time would crawl, allowing me to line up perfect headshots, slide under enemy fire, and watch as environments erupted in a shower of debris from my devastating blasts. Combining this with cloaking for stealth takedowns or a powerful melee kick made me feel like an unstoppable supernatural assassin. Trepang2 perfectly captured that F.E.A.R.-inspired feeling of being an incredibly deadly force, turning every combat encounter into a visceral, cinematic ballet of destruction.
OTXO: The Haunting Atmosphere and Brutal, One-Hit Kills
The mysterious, ever-shifting hotel in OTXO, rendered in stark black, white, and blood-red, created an incredibly haunting atmosphere. Combined with its brutal, one-hit-kill gameplay, every step felt perilous. Each dimly lit corridor could hide an enemy ready to end my run instantly. This constant tension, the knowledge that a single mistake meant restarting my descent into the hotel’s violent cycle, made OTXO an incredibly intense and nerve-wracking roguelike experience, where survival depended on flawless execution and a bit of luck.
Bulletstorm: The Most Creative (And Vulgar) Ways to Dispatch Your Enemies
Bulletstorm wasn’t just about shooting; it was about imaginative murder. My favorite skillshot was “Mercy,” shooting an enemy in the groin then kicking their head off. Or “Fire in the Hole,” launching an enemy into the air and shooting a flare into their exposed backside. The game actively encouraged using the environment and Grayson Hunt’s energy leash to set up these elaborate, named kills, all accompanied by hilariously vulgar one-liners. This creativity in carnage, rewarding players for style over simple efficiency, made its combat uniquely entertaining.
Spark The Electric Jester 3: Even Bigger, Faster, and More Insane
After loving the 2D brilliance of the first Spark games, Spark The Electric Jester 3 took the action into full 3D, and it was glorious. The sense of speed was incredible as I blazed through enormous, vibrant levels, chaining together homing attacks, wall runs, and Spark’s various Jester powers. The combat was more complex, the bosses more epic, and the sheer scale of the environments was astounding. It felt like a hyper-caffeinated blend of Sonic Adventure and a character action game, pushing the series to even bigger, faster, and more insane heights.
Furi: Learning Each Boss’s Patterns – A Dance of Death and Precision
Each Guardian in Furi was a unique puzzle box of attack patterns. My first encounter with The Strap, a masked jailer with laser beams, was a mess of panicked dodges. But with each attempt, I learned her tells, the timing of her bullet-hell barrages, the openings for my parries and attacks. It became a dance – a deadly, precise choreography of movement and reaction. Finally internalizing a boss’s entire moveset and flawlessly executing the counter-strategy felt like achieving a state of flow, a true test of skill and perseverance.
Nine Sols: The Beautiful Hand-Drawn Art and Rich Worldbuilding
Nine Sols immediately captivated me with its stunning, hand-drawn art style. The “Taopunk” world of New Kunlun, blending traditional Eastern aesthetics with futuristic technology, is beautifully realized. Character designs are intricate, animations are fluid, and environments are rich with detail. Beyond the visuals, exploring this world revealed glimpses of a deep lore involving ancient gods (Solarians), forgotten prophecies, and a society on the brink. This combination of breathtaking art and intriguing worldbuilding makes Nine Sols an incredibly immersive and visually striking experience.
MDK2: The Absurd Humor That Still Holds Up Today
Playing MDK2 again, I was struck by how well its bizarre, irreverent humor holds up. From Dr. Hawkins’ increasingly ridiculous gadget combinations (like the “Atomic Toaster”) to Max’s cigar-chomping, gun-toting bravado, and Kurt’s deadpan reactions to the alien insanity around him, the game is filled with laugh-out-loud moments. The slapstick, the witty dialogue, and the sheer absurdity of its premise – saving Earth from aliens with a janitor, a mad scientist, and a robotic dog – remain genuinely funny and charming.
Trepang2: The Destructible Environments and Enemy Reactions
Trepang2’s combat felt incredibly impactful thanks to its destructible environments and detailed enemy reactions. Shotgun blasts would splinter wooden crates, sending debris flying. Explosions would rip chunks out of concrete walls. Enemies would realistically stumble when shot, cry out in pain, or be sent ragdolling by a powerful kick. This level of environmental reactivity and detailed enemy feedback made every bullet, every explosion, feel weighty and satisfying, contributing to the game’s visceral, high-octane power fantasy. The carnage felt tangible.
OTXO: The Unlockable Drinks and Their Game-Changing Effects
As I descended deeper into the violent hotel in OTXO, I’d occasionally find a bar where I could spend “booze” (currency from kills) on “drinks.” These weren’t just health potions; they were powerful, game-changing perks. One drink might significantly increase my fire rate, another might grant a chance to dodge bullets, and a third could make enemies explode on death. Choosing the right combination of these unlockable drinks to synergize with my playstyle and current weapon became a crucial strategic element, adding a welcome layer of roguelike progression to the brutal gunfights.
Bulletstorm: Why It Was So Much More Than a “Dude-Bro” Shooter
On the surface, Bulletstorm, with its vulgar protagonist Grayson Hunt and over-the-top violence, might have seemed like a simple “dude-bro” shooter. But beneath that exterior was a brilliantly designed game. The innovative Skillshot system encouraged creative, tactical gameplay, not just mindless shooting. The writing, while crude, was genuinely witty and self-aware. The characters, despite their bravado, had surprising depth and underwent actual development. Bulletstorm was a smart, inventive, and incredibly fun shooter that cleverly subverted expectations.
Spark The Electric Jester: The Speed and Flow of its Platforming
Playing Spark The Electric Jester felt like rediscovering the joy of pure, unadulterated speed in a 2D platformer. Chaining together Spark’s dashes, wall jumps, and unique Jester abilities (like fireballs or an electric shield) allowed for incredible momentum. The levels were designed with multiple paths and secrets, encouraging exploration and rewarding skillful, high-speed traversal. Achieving that perfect flow state, blazing through a stage while seamlessly linking moves, was incredibly satisfying and captured the essence of classic, fast-paced platforming.
Furi: The Killer Synthwave Soundtrack That Fuels the Fight
Furi’s intense boss battles are perfectly complemented by its electrifying synthwave soundtrack, featuring artists like Carpenter Brut, Danger, and The Toxic Avenger. Each track is a driving, pulsating anthem that perfectly matches the on-screen action, escalating during tense bullet-hell phases and becoming more triumphant as I neared victory. The music wasn’t just background noise; it was an integral part of the experience, fueling my adrenaline, enhancing the stylish visuals, and making every hard-fought encounter feel even more epic.
Nine Sols: The Lore of New Kunlun and the Solarian Regime
Exploring the early access of Nine Sols, I was fascinated by the emerging lore of New Kunlun. This ancient city, home to the god-like Solarians, is now a place of forgotten technology and simmering rebellion. Playing as Yi, I uncovered fragments of history about the Solarian regime, their connection to the life-giving “Sols,” and the reasons behind their tyrannical rule. This “Taopunk” world, blending traditional Chinese mythology with futuristic elements, promises a rich, intriguing narrative filled with ancient secrets and oppressed peoples.
MDK2 BioWare: The Forgotten Action Gem from a RPG Titan
It’s easy to forget that RPG giant BioWare, creators of Mass Effect and Dragon Age, developed MDK2. Released in 2000, it showcased their versatility beyond RPGs. MDK2 was a creative, action-packed, and genuinely funny third-person shooter/puzzler. The varied gameplay across its three protagonists (Kurt, Dr. Hawkins, Max) and its absurd humor were hallmarks of a studio willing to experiment. While often overshadowed by their later RPG successes, MDK2 remains a testament to BioWare’s early creativity and a beloved, if sometimes forgotten, action gem.
Trepang2: The Stealth Options (Or Lack Thereof When Things Go Loud)
Trepang2 offers a cloaking ability, hinting at stealth. I tried sneaking past heavily armed soldiers, silently taking them down. It worked, for a bit. But the moment one guard spotted me, or I fired an unsuppressed weapon, all hell broke loose. Alarms blared, reinforcements swarmed, and my stealthy approach instantly devolved into a chaotic, slow-motion firefight. While brief stealth is possible, Trepang2 truly shines when things go loud, embracing its F.E.A.R.-inspired roots of visceral, high-octane combat over protracted infiltration.
OTXO: The Mystery of the Hotel and its Endless Cycle of Violence
Each run in OTXO begins with my character washing up on a beach, drawn to a mysterious, monochrome hotel. Inside, I’m trapped in what seems like an endless cycle of violence, fighting my way through identical-looking rooms filled with masked enemies, all to find a lost love. The bartender offers cryptic clues, but the true nature of the hotel, why I’m there, and whether escape is even possible, remains a haunting enigma. This surreal, unresolved mystery adds a compelling narrative layer to the brutal, repetitive roguelike gunfights.
Bulletstorm: The Unforgettable Characters (Grayson Hunt, Ishi Sato)
Bulletstorm’s characters were as over-the-top as its action. Grayson Hunt, the alcoholic, foul-mouthed protagonist, was a charismatic anti-hero, driven by revenge and a love for creative violence. His cyborg companion, Ishi Sato, struggled with his own humanity (and Grayson’s terrible jokes), providing a surprisingly emotional counterpoint. Their banter, filled with witty insults and surprisingly heartfelt moments, made them an unforgettable duo, elevating the game beyond just its Skillshot system. I genuinely cared about these crude, broken space pirates.
Spark The Electric Jester: The Different Playable Characters and Forms
The Spark The Electric Jester series offers fantastic character variety. In the first game, Spark himself had multiple Jester forms, each granting unique abilities like fireballs, electric dashes, or wind manipulation, changing how I approached levels. The sequels introduced new playable characters like Fark, with his own distinct moveset. This variety, allowing for different playstyles and strategies for tackling stages and bosses, added significant replayability and depth to its already excellent high-speed platforming action.
Furi: The Story Told Through Minimal Dialogue and Intense Encounters
Furi’s narrative is sparse but impactful. As the Stranger, escaping a celestial prison, I learned about my captors, the Guardians, through their pre-fight taunts and post-defeat monologues. The mysterious figure in the rabbit hat, guiding me between encounters, offered cryptic insights. There were no lengthy cutscenes, just the raw emotion of each battle and these brief, poignant interactions. This minimalist approach, relying on atmosphere and the intensity of the fights themselves to convey the story, made its themes of freedom and consequence surprisingly resonant.
Nine Sols: The Sekiro-Inspired Combat – Tough But Fair?
The combat in Nine Sols, heavily inspired by Sekiro, is undeniably challenging. Enemies hit hard, and mastering the timing of Yi’s deflects is crucial. My early encounters were a flurry of missed parries and quick deaths. However, like Sekiro, it rarely felt unfair. Enemy attack patterns are telegraphed, and success comes from learning those tells, patiently waiting for openings, and executing precise counter-attacks. It demands skill and perseverance, but the satisfaction of perfectly deflecting a flurry of blows and felling a tough opponent is immense. It’s tough, but definitely feels fair.
MDK2: The Sniper Parachute – Still One of Gaming’s Coolest Mechanics
Kurt Hectic’s signature gear in MDK2 included a sniper rifle built into his helmet and a reusable ribbon parachute. Combining these was pure genius. I could leap from great heights, deploy the chute to glide gracefully through the air, and then seamlessly zoom in to pick off alien targets from incredible distances. This mechanic offered unparalleled freedom of movement and a unique, stylish approach to third-person shooting. Even decades later, the feeling of pulling off a perfect mid-air snipe with the ribbon chute deployed remains one of gaming’s coolest, most iconic moments.
Trepang2: The Side Missions and Challenges Beyond the Main Story
While Trepang2’s main campaign delivers a satisfying dose of F.E.A.R.-inspired mayhem, its side missions and combat simulator challenges add significant replay value. These optional encounters often threw me into unique scenarios, like defending a point against waves of enemies or navigating tight corridors with limited ammo. They provided a great way to test different weapon loadouts, hone my slow-motion combat skills, and earn unlockables. These extra activities extended the visceral fun well beyond the core story, offering more opportunities for shotgun-sliding carnage.
OTXO: The Secrets Hidden Within its Monochrome World
Despite OTXO’s minimalist, monochrome art style, its mysterious hotel is filled with subtle secrets. I’d occasionally find hidden rooms by shooting specific walls, or encounter cryptic symbols that hinted at a deeper lore. Certain “drinks” (perks) seemed to unlock new interactions or reveal previously unseen elements. The community actively shares discoveries about these obscure secrets, trying to piece together the true nature of the hotel and its endless cycle of violence. These hidden depths reward observant players and add to OTXO’s enigmatic, haunting atmosphere.
Bulletstorm: The Underrated Multiplayer Modes
While Bulletstorm’s single-player campaign and its Skillshot system were the main draw, its multiplayer modes were surprisingly fun and underrated. “Anarchy” mode was a cooperative wave-based survival where teams worked together to achieve high-scoring Skillshots against hordes of enemies. “Echoes” mode let players replay campaign levels, competing for high scores on leaderboards based purely on their creative killing prowess. These modes cleverly translated the core Skillshot mechanic into engaging cooperative and competitive experiences that deserved more attention.
Spark The Electric Jester: The Level Design That Encourages Speedrunning
The levels in Spark The Electric Jester are a speedrunner’s dream. They are filled with multiple pathways, hidden shortcuts, and mechanics that reward momentum and skillful use of Spark’s abilities. Chaining together dashes, wall jumps, and Jester powers to maintain high speed and find optimal routes felt incredibly satisfying. The game’s design clearly encourages replayability, not just for completion, but for achieving faster times and more stylish runs. It captures that classic Sonic feeling of mastering a stage through pure speed and precision platforming.
Furi: The Different Phases of Each Boss Fight – Adapting on the Fly
Each Guardian boss in Furi was a multi-stage endurance test. Just when I thought I’d learned all their patterns in one phase, they’d transform, unleashing entirely new attacks and demanding a different strategy. The Burst, for example, started as a sniper, then transitioned to close-quarters combat, then to a bullet-hell nightmare. This constant evolution forced me to adapt on the fly, switching between ranged dodging and precise parrying, making each victory a hard-fought battle of attrition and adaptability. It kept every encounter fresh and intensely challenging.
Nine Sols: Early Access Impressions – Is It Living Up to the Hype?
Having played the Nine Sols early access, I can say it’s absolutely living up to the considerable hype. The core combat, blending Sekiro-style parries with satisfying bow mechanics, feels tight and rewarding. The hand-drawn “Taopunk” art style is breathtakingly beautiful and unique. Exploration and platforming are engaging, hinting at a deep Metroidvania structure. While still in development, the level of polish, the intriguing worldbuilding, and the challenging-but-fair gameplay already make Nine Sols feel like a potential masterpiece. The anticipation for the full release is immense.
MDK2 HD: Is the Remaster Worth Revisiting?
When MDK2 HD was released, I eagerly jumped back in. The core gameplay – switching between Kurt’s sniping, Dr. Hawkins’ puzzling, and Max’s chaotic gunplay – remained as wild and inventive as I remembered. The HD remaster primarily offered updated graphics, with sharper textures and widescreen support, making the bizarre alien worlds and character models look cleaner. While not a full remake, for fans of the original, or newcomers curious about this forgotten BioWare gem, the modest price of around 15 US dollars for MDK2 HD makes it a worthwhile trip down a very absurd memory lane.
Trepang2: The Best Weapons and Abilities for Maximum Carnage
For maximum carnage in Trepang2, my go-to loadout was the devastating automatic shotgun for close-quarters chaos, paired with dual SMGs for mid-range engagements. Activating slow-motion (Focus) before sliding into a room full of enemies, then unloading both shotguns, was incredibly satisfying. The cloaking ability was perfect for setting up ambushes or escaping tight spots. And never underestimate the power of a well-aimed grenade or a brutal melee takedown. Combining these tools effectively turned Subject 106 into an unstoppable whirlwind of destruction.
OTXO: The Feeling of a Perfect, Untouchable Run
Most of my runs in OTXO ended in a spray of my own blood. But occasionally, everything clicked. I’d get the perfect combination of “drinks” (perks), find a powerful weapon early, and enter a flow state. Time would seem to slow even without using the ability, as I effortlessly dodged bullets, cleared rooms with cold precision, and advanced deeper into the hotel than ever before. These rare, “untouchable” runs, where I felt like an unstoppable noir assassin, were incredibly exhilarating and kept me coming back for more punishment.
Bulletstorm: The “Full Clip Edition” – What Did It Add?
When Bulletstorm: Full Clip Edition launched, I was curious to see the improvements. It offered enhanced visuals with updated textures and lighting, support for higher resolutions (like 4K), and improved frame rates. The biggest addition for many was the “Duke Nukem’s Bulletstorm Tour” mode, allowing you to play through the entire campaign as Duke Nukem, complete with new voice lines from Jon St. John. While not a massive overhaul, these additions and the visual polish made the Full Clip Edition the definitive way to experience Grayson Hunt’s vulgar, Skillshot-filled adventure.
Spark The Electric Jester: The Homages to Classic Sega Genesis Titles
Playing Spark The Electric Jester felt like a warm hug of Sega Genesis nostalgia. The vibrant pixel art, the incredibly catchy chiptune-esque soundtrack, and the emphasis on speed and momentum immediately brought Sonic the Hedgehog to mind. But I also noticed homages to other classics: the varied power-ups felt a bit like Kirby, and some of the enemy designs and boss battles had a Treasure-like quality (think Gunstar Heroes). These loving nods to a golden era of gaming, combined with its own unique identity, made Spark a delight for retro enthusiasts.
Furi: The Voice Acting That Brings Its Unique Characters to Life
Despite its minimalist narrative, Furi’s voice acting is exceptional and adds significant depth to its enigmatic characters. The Stranger is silent, but the Guardians he battles are brought to life with memorable performances. The Voice, guiding the Stranger with his cryptic pronouncements, has a captivating presence. Each boss’s taunts and philosophical musings during combat, delivered with conviction, help to flesh out their motivations and the oppressive nature of the celestial prison. The strong voice work makes these intense encounters even more compelling.
Nine Sols: The Anticipation for the Full Release and Story Completion
Having experienced the polished combat and breathtaking world of Nine Sols in early access, my anticipation for the full release is through the roof. I’m eager to see how Yi’s quest for revenge against the Solarians unfolds, to explore the entirety of New Kunlun, and to uncover all the secrets of its “Taopunk” lore. The developers have laid an incredible foundation, promising a deep Metroidvania structure, more challenging bosses, and the completion of its intriguing narrative. The wait is difficult, but Nine Sols feels destined to be a modern classic.
MDK2: The Insane Level Design of Dr. Hawkins’ Puzzles
Dr. Hawkins’ sections in MDK2 were a masterclass in absurd, inventive puzzle design. I wasn’t just pushing blocks; I was combining household items like duct tape, toasters, and bottles of cognac to create ludicrous contraptions. One puzzle had me building a device to launch Max onto a distant platform using a giant spring and an inflatable raft. Another involved creating a makeshift rocket out of a ladder and some plutonium. These bizarre, often hilarious, item-combination puzzles were unique to Dr. Hawkins and a highlight of MDK2’s creative gameplay.
Trepang2: Is It the Spiritual Successor to F.E.A.R. We Always Wanted?
For years, fans have yearned for a true spiritual successor to F.E.A.R. With Trepang2, I believe we finally have it. The slow-motion gunplay, the visceral close-quarters combat (especially that shotgun!), the destructible environments, and the feeling of being an unstoppable supernatural soldier all perfectly recapture the essence of Monolith’s classic. While the horror elements are lighter, the sheer intensity and satisfaction of its core combat loop make Trepang2 feel like the glorious, modern F.E.A.R. sequel we’ve been craving. It absolutely nails that specific brand of mayhem.
OTXO: The Minimalist Art Style That Enhances its Brutality
OTXO’s stark black, white, and blood-red art style isn’t just a stylistic choice; it actively enhances the game’s brutal atmosphere. The limited palette focuses your attention on movement and threats, making every enemy silhouette and muzzle flash instantly recognizable. When bullets fly and blood splatters, the red stands out vividly against the monochrome backdrop, emphasizing the violence. This minimalist approach creates a sense of oppressive dread and ensures that the game’s fast-paced, one-hit-kill combat feels incredibly raw and impactful.
Bulletstorm: The Script by Rick Remender – Why It Was So Sharp
The dialogue in Bulletstorm, penned by comic book writer Rick Remender (known for works like Fear Agent and Deadly Class), was a key part of its charm. Grayson Hunt’s constant stream of creative, vulgar insults and witty banter with his crew was genuinely hilarious. Beyond the profanity, the script was sharp, self-aware, and often cleverly subverted action hero tropes. Remender’s writing gave the characters distinct personalities and made their interactions memorable, elevating Bulletstorm beyond a simple shooter into a darkly comedic space opera.
Spark The Electric Jester 2: The Shift to 3D Platforming
After the 2D brilliance of the first Spark The Electric Jester, the sequel bravely leaped into 3D, and largely succeeded. Spark The Electric Jester 2 captured the same sense of incredible speed and momentum, translating it effectively into open 3D environments. Chaining together homing attacks, dashes, and wall runs felt fluid and exhilarating. While some of the precision of 2D was naturally lost, the ambition and execution of its 3D platforming, reminiscent of early Sonic Adventure titles but often faster, made it a bold and enjoyable evolution for the series.
Furi: The DLC “One More Fight” – A Worthy Addition?
Furi’s “One More Fight” DLC added a new Guardian, The Flame, and a new arena. For fans who had mastered the original roster, The Flame provided a fresh, incredibly challenging encounter, complete with unique patterns and multiple intense phases, demanding even greater precision and adaptability. While a single boss might seem like a small addition, considering Furi’s core design around these epic duels, it offered a significant new hurdle. For me, as someone who loved the base game’s punishing-yet-rewarding combat, this extra slice of high-octane boss battling was absolutely a worthy addition.
Nine Sols: The Potential for Speedruns and High-Skill Play
Even in its early access state, Nine Sols showcases immense potential for high-skill play and speedruns. The Sekiro-inspired deflection system rewards precise timing, and mastering enemy attack patterns to achieve perfect parries will be key. The agile platforming and bow mechanics offer opportunities for sequence breaks and optimized movement. I can already envision players perfecting boss fights, finding clever skips, and utilizing Yi’s full moveset to clear areas with breathtaking speed and efficiency. The game feels tailor-made for a dedicated, skilled community.