Instead, it’s the incentives to stay on rhythm that tie it all together, and make it easy to get lost in the trance-like moment. And considering that there’s a loadout involved - both the sword and the skull are always available, in addition to two slots for primary and secondary weapons - by the time I had found a combination that worked for me, I didn’t look back. Sure, it makes sense to use long-range guns on distant enemies, but a shotgun is also useful if you don’t mind closing the gap. What’s more, the rhythm itself can also inform your choice of weapon - the speedy nature of the revolvers shines through in songs with a faster tempo, for example.īut while the arsenal initially allows for experimentation, there isn’t all that much strategy required in the long term. You also don’t have to worry about picking up ammo, but there is a Gears of War-esque active-reload mechanic in which you can reload on a specific beat to finish the animation earlier. There are more rudimentary options like revolvers and a shotgun, but they’re merely useful, and nowhere near as creative as the alternatives, such as a crossbow with explosive bolts that excels at long range. You start with a sword and a fire-shooting skull (the ideal care package for a trip to hell), and end up with dual blades that act as boomerangs. While the weapon arsenal initially allows for experimentation, there isn’t all that much strategy required afterward The key element at play is the challenge of staying on rhythm, since it provides several bonuses (more on that later). Instead, it’s a relentless lineup of fights, with new enemies and weapons introduced continually throughout. Picture the arenas of Doom (2016) and Doom Eternal (two of Metal: Hellsinger’s crystal-clear influences) without the platforming sequences or any exploration. Your objective in each level is extremely simple: Shoot everything that moves until you’re granted access to the next room, and repeat it all over again until you face the boss. Hearing new tracks from known artists is the hook, but you’re also navigating their rhythm with your actions. But here, the incentive to jump to the next stage, the sooner to hear each successive song, felt like listening to an album in a different way. This isn’t the first game that has mixed music with a shooter - BPM: Bullets Per Minute kickstarted this new subgenre back in 2020. I finished Metal: Hellsinger in a single sitting, spending four hours rushing through the levels, trying to stay on rhythm for as long as I could. Throughout the course of Metal: Hellsinger, it’s impossible to ignore the beat as you kill a multifarious tide of demonic abominations. Heavy metal artists from bands like System of a Down and Arch Enemy play the part of puppet masters, taking you through multiple stages of hell itself with double kick pedals and guttural screams. Marionettes move erratically, as if being dragged around by floating strings. The first enemy type you stumble upon in Metal: Hellsinger is an omen of things to come.
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