ULTRAKILL is the FPS that makes Doom Eternal look like a walking simulator.

New infrastructures usually bring greater business opportunities, if not, directly, models that revolutionize the situation of an industry. The high-speed internet connection first made the PC market see how manufacturing and distribution costs were reduced by making a rapid transition to the digital model. However, this paradigm shift revealed that if large companies did not have to go through the process of manufacturing and delivering their products to points of sale, neither did small projects. From there to that the independent titles proliferated and competed face to face with the big launches it was only one step, and, analogous to the appearance of new infrastructures, the creation of crowdfunding stimulated new formulas for the development of independent titles.

One of them, of course, is Early Access. This method of financing is based on the fact that the player pays the cost of the title in advance and, in return, enjoys it before it is completed and can even participate in its development by offering their impressions of each update they see the light. One of those titles is, of course, ULTRAKILL, and with this we will end the serious and technical part.

Because this game, developed by Arsi “Hakita” Patala and distributed by New Blood, is outrageous first-person shooter. Starting from a technical section that takes us from a shotgun to the time when Quake was king, its sharp polygons continue to outline an absolutely wonderful context to unleash the most absolute chaos. As soon as ULTRAKILL starts up (always in overwhelming capital letters), V1, our main robot, performs a check to verify the functionality of all its systems. After this mundane and routine check – which, in addition, will serve as the calibration of the most common options in the game – ULTRAKILL, through V1, gives us all the context we need to move forward. Humanity has disappeared. Blood is the fuel. H**l is overflowing.

ULTRAKILL is the FPS that makes Doom Eternal look like a walking simulator

And there is nothing more to talk about: we will have to fight every living creature that we come across in the underworld, then. For this, V1 has a lot of resources among its rivets; little time elapses until we take up our first weapon and much less until we destroy a demon with one punch and bathe in its blood to recover life, because there are no medicine cabinets here. On the way between both points we will also discover that we can use an aerial impulse, dodge, jump and bounce off the walls or slide indefinitely on the ground as if it were a first-person Vanquish. And we better get familiar with all those mechanics soon, because by the time we get to the first matches, ULTRAKILL will have already removed his training gloves and never put them back on again, and the party will be on.

A party in which there is no giant ball with brilli-brilli, but there is a succession of rooms and compact spaces with a lot of verticality that will act as arenas in which to test our skills. As dance partners, ULTRAKILL will be inviting various monsters, beings condemned to eternal suffering, demons and cyborgs of dubious origin that will persecute us incessantly in their efforts for even a split second and following the rhythm of a forceful, brutal and indebted soundtrack of the best moments of the Devil May Cry saga. How could it be otherwise, besides, because ULTRAKILL, apart from demanding the elimination of the entire infernal population that comes our way, will reward us if we do it with style. The unmistakable way of evaluating our performance in the saga of our beloved Dante appears here in some shootouts in which we will have to connect, at breakneck speed, all the maneuvers that come to mind. And not only because the bar that will lead to the higher rating will be emptied in the blink of an eye but also because even the most fragile of enemies will do us an absurd amount of damage with their attacks. Thus, the combat becomes a wild dance in which, constantly, we move at absurd speeds looking for the best possible position to launch the enemies against the elements of the stage, disrespect the bosses by punching them in their faces – yes, this can be done and is valued. It was about time, I add – and, above all, using our arsenal to achieve massive massacres that score points, a good shower of blood for our chassis and show.

ULTRAKILL is the FPS that makes Doom Eternal look like a walking simulator

Because constant movement or the constant pursuit of a good grade are two fundamental legs in the game dynamics of ULTRAKILL. But they would be useless without the third: weapons. And even without having seen them all – we are still in Early Access, let’s not forget – we can sentence, as the ancient poets would do, what little pots. Because it will not matter which one we look at, they will all share an inordinate firepower, infinite ammunition or alternative fire modes to each one more thread. Things start out relatively calm, with a pistol whose first secondary fire consists of charging the projectile with energy to increase its power. “Well, nothing we haven’t seen before,” we’ll think. The thing is that soon its other configuration makes an appearance and then there is no going back. “Marksman”, it is called, perhaps to camouflage that, in reality, it is a vacillation of a major brand that consists of tossing a coin to the air and, if we hit a shot at it, the bullet will bounce and make a critical of the nearest bug . And from here to the top, because ahead of us awaits a double-barreled shotgun with fun explosive capabilities, a nail machine gun that will not only not complain when it overheats but will use it to unleash a blazing rain of lead or a railgun that will pass through everything that is put ahead without blinking the slightest. And all this with the right arm, of course, because V1 is so much more than enough that with one arm it will carry a weapon – no matter how large – and with the other it will unleash punches, parry enemy attacks or return its own projectiles.

And now imagine all these mechanics mixed and shaken to all the host in a shaker that has all the wickers of the FPSs of the 90s. The result is an adrenaline-pumping, powerful and spidic retro shooter in which speed and vertiginosity are the norm and that brings back the compulsive pulsation of the R that Hotline Miami already imposed. ULTRAKILL throws us wave after wave of polygonal enemies that chase us into the open grave while we pull skills more typical of a Platinum game than an FPS to be able to explode them based on a devastating and disgusting arsenal. And what we have seen so far is only a small part because there are still many more levels to make an appearance. If you’ve ever felt nostalgic for classic FPS, if you’ve ever thought “today’s games have a soporific beat,” or if you’ve ever felt that your M4D SK1LLZ in shooters weren’t valued enough, grab ULTRAKILL and support its development through Early Access, you won’t regret it. If you can keep up with their hellish pace, sure.

ULTRAKILL is the FPS that makes Doom Eternal look like a walking simulator