![]() ![]() This is the risk-reward that prevents the Pistol from being an auto-target cheat code. If the line of sight breaks, the beams will have a chance to miss, but over-exposure can lead to a hail of enemy bullets. Think of this feature similar to the shooting mechanic in Rez or Panzer Dragoon, although the player has to keep a line of sight as the beams fire from the pistols. The pistol's alt-fire function allows Turbo to charge one of the pistols, locking on to as many enemies in place, and fires a homing beam at each of them. They have a medium rate of fire, decent accuracy, and deal solid damage. The starting pistols are the "jack-of-all-trades" weapons in Turbo Overkill. This is because each gun in the game has a unique feel while having distinct strengths and weaknesses to make them stand out. While these enemies hit harder, these fights are where the gameplay really gets a chance to shine. Occasionally, there are enemies larger and stronger than the run-of-the-mill goon. The game encourages Turbo to move constantly while lining up enemies to mow them down in a hail of bullets. ![]() The freedom of movement Turbo Overkill provides makes ambushes easy to manage as you have to be standing still in order to die a quick death. It's in the middle of the five given difficulties, ranging from "Easy" to this game's equivalent of "Nightmare" difficulty. I'm playing through this game under the "Hard" difficulty and by Stage 4, it felt like the most optimal difficulty. While moving, the button also serves as a slide, assuming a low profile and going through hidden areas. Left CTRL is Turbo's melee where he brandishes a chainsaw from his boot, giving Chainsaw Man a run for his money. Aside from the classic WASD movement, the left shift button allows Turbo to dash (Turbo Dash.) on the ground and up to two times in the air. Keyboard and mouse feel the most natural with Turbo Overkill's gunplay as hair-triggering reflexes are needed for the onslaught that awaits the player. There's no native controller support at the time of this review but it's something that has been acknowledged and will be "tweaked" upon the release date Brandishing dual pistols, Turbo is greeted by several goons and the gunfights begin. Turbo's friendly AI gives him their task, in which Turbo leaps off a bridge and lands chainsaw feet first onto a hapless thug's body. Turbo is tasked to save his city, Paradise, from a rising cult whose mastermind is a floating eyeball A.I named Syn.Įverything the player needs to know about what awaits them is within the first 30 seconds. Even our protagonist's name, Johnny Turbo, is up there with the Duke and Serious Sam as "badass" names to shoot minions by. It has the intensity of Doom and Shadow Warrior, the cyberpunk aesthetics from Cyberpunk 2077, jumping and gunplay like Quake, and that's just from the first level. Turbo Overkill is one of those titles that is hard to define its genre, simply because its inspirations are vast and rich. Available as: Digital Those Alien Scum Won't Shoot Up This Ride ![]()
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