Reviews from

in the past


I beat the main campaign, there's plenty to play after you finish the main campaign, would recommend.

Самый скоростной буллет-хелл в киберпанковском стиле, в который я играл в жизни. Если свои нюансы за что я и поставил 7, такие как сюжет, в некоторых местах управление выходило из под контроля, и т.д. Но игра в целом создавалась чтобы просто бежать по карте и со скоростью 200 км/ч сносить всем лица, что в целом мне очень понравилось

Неплохой визуал, отличный геймплей, саундтрек пойдет. Сделал сальто в петлю


I'm actually genuinely so pissed I somehow missed out on this game back when it released and only just now found out about it, but this is one of the most fluid, fun, and addictive movement shooters I've ever played. The gunplay is super solid with lots of really fun guns to use, the sound design and feedback on all your actions is super crunchy and satisfying, especially once you get in the game flow state and are going for high ranks and it all starts clicking! The main story is very simple and over and done in about 3 hours, but that just means its extremely succinct and replayable, and in a game this mechanically solid and absurdly good feeling and fun to play, I'll be replaying it on NG+ a good many times, and I can tell its roguelike mode & its time trial modes are going to sap my life away, as I'm already beginning to dunk a fair bit of time into them!

I might update this review as that extra playtime goes.

Accion frenetica fps estilo hot line miami

REALLY fun movement shooter. the game doesn't throw many curveballs once all the primary mechanics are introduced, but the core concept of linking movement mechanics into each other in order to remain intangible to the billions of bullets flying at you is just electrifying.

There's not a ton of complexity as to how Severed Steel operates and some elements need fine-tuning, but I can't help but appreciate how much the game accomplishes with surprisingly little. I'm a fan of the simple and effective UI; your aiming reticle is surrounded by two bars that convey how much ammo and slo-mo time is left (so these gauges are always near the center of attention) and the flashing light on your gun also changes color (from light neon colors to yellow to red) so you're constantly keyed in on when you'll need to pick up a gun early or engage/disengage when running low on supplies. Enemies stand out from the environment thanks to the cel-shaded enemy outlines, and upon death emit a distinct explosion sound-effect so there's no ambiguity when quickly rifling through targets during firefights or when picking off enemies from afar. Guns feel great to aim and fire in slow-mo, mainly because there's very noticeable recoil when firing in real-time; the contrast really helps sell the necessity of the feature. I also love Severed Steel's kick as both a form of attack and traversal; the obvious purpose is your primary melee attack while holding a gun if you don't want to expend your limited magazine to finish off an enemy as well as kicking open doors, but it can also be used to quickly ascend up walls or kick off of grounded/aerial enemies if your double jump isn't enough. The same goes for the arm cannon; you can fire holes into any surface if you don't feel like hunting down stairs/doorways for objectives, but it also provides a nice desperation option to instantly eliminate shielded enemies or drop heavy grunts down to another floor if you find yourself without a weapon.

Despite the appealing core gameplay, Severed Steel can often feel a bit repetitive. Enemy variety feels lacking since the player is usually approaching enemies in a similar manner (that is, entering slo-mo while using stunts to efficiently dispatch foes while firing into their heads/backsides), and I would have liked to see enemies that had to be specifically eliminated using the arm cannon or melee as mix-ups. The Rogue Steel mode does touch upon this with random enemy buffs that force such approaches, but at times I feel like this mode prefers to lengthen combat by overwhelming the player with excess enemies with more health. I do think the game could have also leaned a bit more into its parkour elements with additional stages that focused upon traversal and dodging/quickly disposing of enemies, as there were only a couple of timed story missions that necessitated a rush to the end. Finally, I have to agree with HotPocketHPE that the slo-mo gauge is unbalanced; you'll practically never run out of bullet time as long as you're staying in stunt mode (super easy since there are floors and walls aplenty to slide and wallrun), though this is again addressed from playing Rogue Steel via the "Rebalanced Bullet-Time" unlockable modifier. Even with these gripes however, Severed Steel is a pretty easy recommendation considering how content-rich the game is from its many different modes and extra campaign/workshop levels to tinker with. It was an absolute steal at 80% off on the Steam Spring Sale, and I can't wait to see how Greylock Studio iterates and improves upon their already fantastic formula.

I’ve long had this dream game in my head of a free flowing parkour fps arena shooter that has so much style to it. Little did I know that someone had already just recently done it. To me, this is as close to a perfect parkour fps game as you can get. From the extremely open ended combat that allows for so much experimentation, constant weapon swapping to encourage aggression, varied and packed levels, and so much love poured into it; it’s amazing. My only gripe is that I wish the story was better told. While it has hints of something going on; I could barely follow what was happening. Still, with gameplay this good, it really doesn’t need to worry. Can’t recommend this game enough.

I'm super bad at these kinds of games, but Severed Steel takes the mechanical-prestige begging-for-a-speedrun format and makes it bombastic enough to hold anyone's attention regardless of skill level. It's short, sweet, and doesn't ask you to play longer than you want to, but provides a few interesting reasons to go back - namely the Rogue Steel mode that adds a few arcadey touches to the main game that feel like the developers' excuse to keep experimenting with the format in a way that feels cohesive outside of the campaign.
I do feel a little bit like my enjoyment of any given level hinged more on how hard the soundtrack went than anything else, and I think that speaks to how integral the music is to this experience. There's some great stuff here, but when the beat dies down too much I start to lose some of the adrenaline and my flow breaks.

süslü ve karmaşıklaştırılmış oyunların özünde eğlenceli mekanikleri basitleştirip sunulduğunda ne derece bağımlılık yapan sonuçlar ortaya çıkabileceğinin kanıtı. rüyamda bile oynamaya devam ettiğim oyundur kendisi. bu oyun yüzünden iki gün tekme atarak uyandım.

My favorite part was when Steel severed

great hidden gem. very very fun fps game and it makes you feel really cool. reminds me a bit of superhot

Close enough, welcome home SUPERHOT 2!

I played this game at launch, it was a blast. I was looking forward to it for a long time. But when I was having the most fun playing it... it ended.

I literally have 2 hours and I finished the game.

I get that it has more stuff to do and it's been patched a lot with... new content? I actually don't know. I'll might revisit and change the scoring accordingly. But the sudden stop in the game's momentum kinda ruined my whole view on the game. Which saddens me quite a lot.

holy fuck this game is amazing i am entranced i finally understand how my girlfriend feels about cruelty squad i am all powerful these walls cannot contain me i am a god

also the music goes HARD

Underrated as hell. Soundtrack slaps

i'm a simple human. i like d&b/jungle music and shooty.

I was playing Trepang2 when THIS was just sitting there? Shame on me for this one.

Incredibly fast-paced slow-mo gunfights with a cool girl protagonist with drum'n'bass music. Frankly, I have no one to blame but myself for not seeing the signs that I'd like this. Cooking much more than Trepang2 in terms of FEAR-style action, with much better arena design, weapons, movement, basically everything except framing. Severed Steel has a pretty superfluous excuse of a plot, whereas Trepang2 at least gave you SOMETHING to work with.

Actually, what is with indie games and being incapable of any sincerity beyond "metaphor for mental illness"? It feels like shit like this, Ultrakill and My Friend Pedro are more interested in being coolly detached to form an emotional core around literally anything. The reason FEAR is so cool isn't just because it has incredible action: it is grounded in its own tangible reality. the Point Man doing amazing, superhuman shit is given more gravity because we have a frame of reference for what normal is, we hear reactions from people about how unstoppable you are, and there is a PLOT with CHARACTERS that every gunfight serves to further. FEAR takes its psychic supersoldier plot deadly serious and it makes every incredible gunfight feel more real in that world. Artifice is important and I'm sick of these games deciding that they are too cool for it.

Comparing this to FEAR on more fundamental levels will also be very bad for it: arena design is way too loud and busy, meaning enemies have to be highlighted to make them visible amongst the backdrop. Whereas Replica soldiers stand out so dramatically in the office complexes of FEAR that no such bells and whistles are necessary.

One thing it NAILS is the destruction of the arenas, though. You can fuck these levels up, and if you are making a slow-mo action shooter, you better be looking at FEAR or Max Payne 3 to see how much a room can be blown apart by a hail of bullets.

I really like what is cooking here. I think this team is significantly more skilled than their contemporaries at action shooters, and the one-arm no reload design is brilliant in how it makes you never worry about anything but the shooting, so the pace is slick as hell. I would love these devs to take another critical look at FEAR and realize its color pallet is not a flaw, but a deliberate design choice. I want to see it expanded into something more substantial, as there is something good here even though I can only call it a dry run at this point.

pretty short but still very fun, love that the protagonist is a hot girl fucking shit up, has lots of difficulty settings which is a hug thumbs up from me

Admittedly the slow motion mechanic makes this game pretty much trivial to complete, but honestly, I don't really care.

This game is fun. 'Cathartic escapism', the title of its last level, is probably the best way to describe it. Almost nothing can stop you - enemies have no collision, doors can be kicked open, and all walls are destructible by the player's arm cannon.

The moment that encapsulated the game for me was when I double-jumped onto another building, blew open the fucking wall with my fucking gun, slid behind the entire enemy barrage and proceeded to slow-mo headshot every enemy in that room.

Nowadays, I mostly play Severed Steel as a podcast game. Doing these stunts, breaking these walls... it's entrancing. Movement shooters tend to be fairly sweaty (which I appreciate!), but I'm actually glad this game goes a different direction.

Feels like a mix of Titanfall movement with Max Payne bullet time and shoot dodging. weapons are pretty satisfying and the game is short and sweet with a pretty good pace. There are a few annoying sections like the one where you have to destroy the house that I found kind of annoying.

PSiouuuu JE SUIS NINJA JE RALENTIS LE TEMPSSS PSIOUU


As much as I loved this game, I don't have a whole lot to say about it, other than it is really good. I have tried writing a long ass review that goes in depth into why its so great, but every time I would write draft I just felt silly trying to describe how this game functions. It is one of those games that you really just have to play to witness its greatness. The one thing I will specially note is that the arm canon is one of the coolest and most versatile tools I have ever seen in a game, letting you blow up and break apart entire sections of levels; it's like Red Faction or Bad Company of crack cocaine. There is not a greater feeling of getting the drop on a group of enemies or cheesing your way to an objective because you decided to blow a hole through the floor, wall, or ceiling. I will say that if you aren't a fan of this type of "Woo Shooter" FPS game, you probably won't like it; but if you are, it is seriously one of the best games out there.

A fast, frantic, and very purple experience. It goes blazing fast and it's like speed getting shot right into your veins. Pair that with a banger soundtrack and you have a nice as hell game. Pick it up and enjoy yourself, it's a hell of a time.

I previously had this 100%d until they added the S Ranks and now I don't know if I will be able to 100% it again since it was long enough I lost all of my muscle memory from playing it before lmao. Still a very good game though

Severed Steel is a pretty solid shooter all around. Think what did it for me was how good the movement felt, with the ability to jump and dodge around reminding me a lot of Max Payne (also helps you have on demand bullet time). The guns also felt pretty rock solid with the constant switching shaking things up pretty often (though I never got used to the cannon except when needed for progression). Another boon to this game is just how short it was, with the four hour runtime being perfect as to not get repetitive (though I will say Chapter 6 has some pretty meh levels). Would easily recommend to anyone in the mood for some fast and frantic fun.

8.5/10