Classic FPS ideas with a focus on survival

Apr 10, 2023 10:45 GMT  ·  By

I have eight bullets for the light machine gun and ten slugs for the newly acquired shotgun. It’s not much, given that everyone I meet is either dead or very dedicated to killing me. The gun goes in my right hand while a flashlight occupies the left.

I use the blue access card to unlock the associated door, quickly go in, take a look around, and then backpedal as fast as possible. A few zombie-like enemies quickly follow and I efficiently use my close-range weapon to put them down. Unfortunately, none of them drops bullets.

I go in again and put down a pistol-wielding opponent and my shotgun is close to empty. So I decide to drop the flashlight and leave a hand open, allowing me to punch those enemies that can’t attack at a distance. Still, I need more ammo and if I don’t my future is pretty bleak. I have one health vial left and there are plenty of enemies I cannot defeat by punching.

HYPERVIOLENT is developed by Terminist Arcade and published by Fulqrum Publishing. I played via Steam on the PC. The title is part of the wave of retro shooters, combining a classic approach to gameplay with some modern touches.

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The action takes place on a space mining colony called Commodus Asteroid 27-C, designed to reflect the sensibilities of the ‘90s. A mysterious metal is involved and, this being 2278, brutal oppression by a powerful company is the norm. When the player arrives, everyone is a bloodthirsty enemy or dead. The game will not win any award for its story but it’s efficient at creating atmosphere.

HYPERVIOLENT’s gameplay is very old-school but tends to align more closely to System Shock than Doom. The player character is not very fast but can jump pretty high. Levels are made up of tight corridors, with a few more open spaces. Enemies tend to arrive in small groups and there’s always at least one hiding in a weird place.

The player’s avatar can use his two hands independently. Players can equip two weapons at the same time, keeping one melee and one ranged option ready at all times. Or keep the flashlight to maybe spot opponents sooner.

Punching enemies to death, especially when backtracking, is a perfectly valid option. Ammo conservation is pretty important, so try to deliver headshots and focus on avoiding incoming attacks as much as possible.

It’s a solid foundation for a nostalgic FPS. There are access cards that block progress. Secrets are present throughout the levels. Combat is fun but it can be very easy to make one bad choice and get into a situation where recovery is impossible.

HYPERVIOLENT evokes classics like Doom but also has modern touches. Levels and enemies are made up of flat pixels but use Tab to bring up the inventory and you will get a thoroughly modern menu. The mix feels weird but the pixel side fits well with the nostalgia in the FPS trend. The soundtrack is good and underlines the throwback nature of the gameplay. The sounds that enemies make when hit and dying is pretty haunting.

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Conclusion

HYPERVIOLENT might be in Early Access but its ideas and mechanics are already pretty good. The development team says that it plans to deliver the full experience in the first half of this year and will use feedback coming from players to tweak the design until then.

Cooperative and versus multiplayer will also accompany the 1.0 launch. I also hope that there will be at least one big twist in the narrative. And maybe another game mode that’s more forgiving when it comes to ammo availability. HYPERVIOLENT is intriguing and I am interested to see how the full package comes together.

A preview key was provided by the publisher

HYPERVIOLENT Screenshots (16 Images)

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