Of course, you have a few tricks up your sleeve in the form of arm rockets and a chainsaw leg. There is competition, though, as bounty hunters look to cash in on the reward, as well. He then takes on the impossible job of taking down the city's twisted overlord and earning some cash. As Hulshult is my favorite FPS composer, this is high praise, indeed.In Turbo Overkill, you play as Johnny Turbo who returns to his hometown of Paradise only to find its entire population is possessed by a rogue AI called Syn. You know, the soundtrack actually reminds me of Doom Eternal's DLC quite a bit - the soundtrack composed by Andrew Hulshult. Some Early Access FPS titles like to stick to a few songs on endless repeat, but my ears were always treated with something fresh in Turbo Overkill. The score really pumps you up and is quite varied among all the levels I played. Its tracks consist of a mix of sick rock-and-roll and electronica. The soundtrack is the perfect companion for its visuals. My machine performed wonderfully, which leads me to believe Turbo Overkill is already a well-optimized game. There's also a lot going on the screen at any time, with dozens of enemies filling up levels around you in many instances. All of it is done in this low-poly style to emulate old-school shooters but never fails to look modern all the same. There's blue soaking the entire skyline of the city, neon palm trees, and goofy advertisements painting the buildings. It takes place in this cyberpunk, vaporwave-like city that has a sort of dystopian feel. The aesthetic for Turbo Overkill is so mesmerizing. The visual quality matches that of the gameplay, and I can't decide what I like more. Oftentimes it's gameplay that can make up for shoddy visuals or presentation value, but that is not the case here. Otherwise, this is such an impressive outing for the studio. While there are two instances where I was softlocked, that's forgivable seeing as it's an Early Access title. It adds so much flavor to the already deliciously good gameplay. Heck, there's even a gene-splicing mechanic where you can upgrade your current cybernetic capabilities. The gameplay in Turbo Overkill is, as far as I am concerned, near flawless. I wouldn't be surprised if developer Trigger Happy Interactive took inspiration from these sequences, and it's implemented wonderfully. There are times when you'll have to hop out of the vehicle and fight on foot, only to return and fly to the next objective towering high above the city. You're given a whole new way to play, yet it feels so seamless with the rest of the game. It reminded me so much of those levels in Halo, when you're given a flying vehicle like a Hornet in Halo Reach's New Alexandria or Halo 4's Shutdown. You're able to fly around in your own space-car-thing armed with machine guns. I was mesmerized by a certain level that introduced a whole new way to play. FPS staples like colored keys are present in Turbo Overkill, but they never feel overused or in your way. It's pure bliss! Levels as a whole are a perfect mix of linear and non-linear, with some sections offering a clear path forward and others that may require a bit more thinking to proceed. There are areas that resemble skate parks (and some arenas are quite literally skate parks) where you can zoom around and cut into dozens of enemies. The chainsaw leg I mentioned? The way in which levels are designed in Turbo Overkill perfectly complements this ability. I can sing Turbo Overkill praises all day when it comes to its gunplay, and I could certainly do the same for its level design. Shooting at the walls and ceiling of this area would break away the facade it created. As you go on, you'll unlock more weapons like a minigun and double-barreled shotgun, so you have FPS staples that all have a unique twist. The shotgun shoots out a charged ball of electricity that stuns (or gibs) enemies as well. Your pistol can lock onto a bunch of enemies and first a huge burst that explodes any poor soul in its way. Weapons have alternate fire modes - some you may have to unlock at vending machines - and each one completely changes the way a gun is used. Of course, the guns themselves are marvelous to use.
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