Narrated by Troy Baker, Metal: Hellsinger tells the story of the Unknown, a demon on a quest to reclaim his voice from the Red Judge, ruler of the underworld. Although Baker’s cowboy feel is fantastic, it’s not enough to make the story interesting. Long story short, Unknown is an unstoppable force who goes to great lengths to get what she wants.

You can’t survive in this game without racking up a hit streak, and the only way to do that is to effectively kill enemies at the pace of the track. Metal: Hellsinger keeps you focused on that by avoiding – intentionally, I think – complex level design and unique enemy types. You’ll rarely find you have to think too much about your next move, and it keeps you immersed in the music.

Metal: Hellsinger can get away with this core gameplay loop thanks to its satisfying combat. The game is filled with huge arenas, giving you space to glide through the air while learning just how nimble your character is. While you technically can’t fly, you can keep your character airborne for long periods of time by timing your dashes and jumps correctly. It pairs well with your sword – getting in and out of groups of demons, taking them out with a quick swipe as you traverse the battlefield, is thrilling.

It’s not all chaos. There are plenty of opportunities to blow between ripping and ripping. If you’ve taken damage, you can “slaughter” glowing enemies – much like Doom’s glory kill system, this lets you sever demons in particularly gruesome ways and refill your health. Each weapon has its own ultimate ability as well as a separate ultimate meter, and in theory you’ll want to keep them in mind for a coordinated attack against specific enemy types, but this level of strategy is generally useless outside of the hardest difficulty mode.

So here’s how it goes throughout the three-hour campaign: clear a room full of bullet sponge demons, follow the glowing red marker on your map to find another one, eliminate them as well, and repeat until you fight the final boss. Sounds tedious, and it would be without the title function. All the action is synchronized with the rhythm of the music, even the recharges. You’ll experience many special moments when your attacks line up so well with the song that it feels scripted.

These moments happen as you become familiar with the mechanics of the rhythm and learn to connect the lines perfectly as they converge in the middle of the screen. I’ve been playing classic 80s metal tracks on my guitar since I was a teenager, so syncing my actions to the beat of the soundtrack came pretty easy – Metal: Hellsinger has three difficulty modes, but if you’re inclined to music, you may want to start the hard part right away. I only missed a mission once during the campaign, against a boss that forces you to think about where you fire your weapon.

The campaign is very brief, but it’s perhaps just as well that it doesn’t have the chance to stick around longer than its welcome, as my main criticisms relate to a general lack of variety in the experience. It would have been interesting to see how songs with a variety of fast and slow passages might have affected gameplay – longer pauses between actions might have given players space to think about what to do next, and allowed developers to design more challenging fights. Similarly, faster streaks could have been used to deter hesitation and reward instinctive blasting, to really pump up the tension and adrenaline.

The flatness of combat is reflected in the weapon selection. By default, you start each mission with a skull that acts as a gun and a sword for melee combat. You can also select two additional weapons, Sigils (see below) and Hit Streak Boons on the loading screen before diving into a level. Don’t expect RPGs or plasma guns to juggle, though – you’re instead stuck with twin guns, shotguns, and a crossbow, all of which behave very similarly to each other rather than feel like unique tools to experiment with. But again, enemy types generally don’t require a lot of variety.

To extend the playing time, it is clear that this game was designed for multiple games from the start. After completing the first mission, you gain access to three challenges that only take a few minutes to complete. These challenges contain powerful Sigils that make you considerably stronger without introducing negative effects – they range from protecting your hit streak repeatedly to adding more ammo to your weapons. The only problem is that unless you get high scores on the leaderboard, you’ll never feel the need to get stronger.

The replayability of this game will also depend on your appreciation of the soundtrack. I don’t mind listening to it alone, but I don’t feel any desire to live start over by replaying a level. Would that change if the soundtrack featured songs from top metal bands instead? Absolutely, but the music almost certainly has to be structured in a particular way to fit the gameplay, and that’s not to mention licensing issues, so there’s probably no way we’ll be able to blast demons in sync with your favorite big name. soon metal bands.

Metal: Hellsinger, like BPM, feels like an exciting proof of concept for the rhythmic FPS formula, as well as a perfect example of why it needs both expansion and refinement to see its true potential. The short campaign gives players a taste of what this new subgenre has to offer, and while there’s post-game content to sift through, it’s clear there’s so much more than the developer could do in a larger potential sequel.

Hell is the grades?

Of course, music lovers will enjoy it, Rock Band/Guitar Hero regulars too. Oh well, you will have to calibrate your installation like plastic guitar games to be sure to shoot in rhythm. What’s more, it’s funny to catch yourself nodding your head or beating the beat with your foot in the middle of a load of demons. The latter are also in the image of the general aesthetics of Metal: Hellsinger, which is not surprising. It’s pretty in the infernal register, but nothing extravagant. I have the impression of having already come across these gugus somewhere in other works. Unless it’s in Tourcoing? Hmm…

Similarly, rhythm game requires, the level design is linear and is not as diabolical as in Doom. What is, it is the scoring dimension that will catch the addicts to high scores and point multipliers. At each of the 8 levels, 3 challenges for as many hard core stipulations will require skill to complete and will grant you the eternal respect of your fellow citizens. Finally, a little warning, Metal: Hellsinger is quite exhausting. I don’t know if it comes from me but it’s very tricky to chain two levels in a row, the right hand being very busy and the concentration always at the maximum to perform. Finally, the interface and subtitles are in French.

A pitch that leaves you speechless (not the brioche)

But what a monumental mistake. Personally, I wouldn’t have risked it. No, no way: out of the question to deprive a demon of his voice. Especially if this damned being is a metal singer. Yet this is what other demons of the 8 Hells do to one of their congeners. No, but you have to find an occupation guys, a hobby, an extracurricular activity, you have to do something there. Or something simple, get a family subscription to Hellflix, there are plenty of things to do, except kill John Wick’s dog! Oops, not the right pitch… No, because obviously it turns out badly and there will be revenge, severe revenge in the face of the voice thieves.

These are 8 hells to go through, for as many levels with heavy blows of very caricatural Metal riffs. Don’t worry, it’s still “easy listening”, even my mother could listen to it. The music is absolutely at the heart of Metal: Hellsinger, since in this fast FPS, if you intend to do damage to enemies, you will have to follow the rhythm of the soundtrack. Essential. Otherwise, your character hurts as much as Cartman hitting his little friend with a foam bat. Yes, the clashes risk dragging on if we play it Jean-Michel Contre-temps.

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