Reviews from

in the past


It's bloated, chaotic, and it honest to god gave me a headache at one point. I loved it.

Levels are a bit too long and I think the game could have done a bit more to encourage players to use advanced strategies, but if you're already an experienced movement-shooter fan like me, you're in the perfect position to love this game.

The ability to slide anywhere - even in midair - for huge boosts of speed doesn't really get old. The weapons are mostly fantastic and versatile, but this still doesn't quite have that masterful, slick "dance" feeling of DOOM Eternal. I know this is extreme competition, but it's just how I feel.

I'm sure this would be amazing after a few repeat runs on even higher difficulties (I played on Hard, but there are two more above that), but again, the pacing of the levels kind of turns me off from wanting to do that anytime soon. Sometimes it's a bit hard to tell where I'm going, or where I've already been, too.

Overall excellent game that I'd highly recommend to any fans of intense movement and weapon-swap combos, I just hope any future games from this developer have some stronger level design.


Turbo Overkill's damage calculus works against the game very hard. All attacks (and I mean all, your attacks and enemy attacks) either do inconsequential damage or instantly kill the target. From the player side, this means most weapons are not worth caring about. Out of an arsenal of 10 weapons, only 4 are generally applicable to combat. There's nothing wrong with a 4 weapon arsenal necessarily, but why were the other 6 added? For a damage niche that that doesn't exist? To add resources to an already over-saturated ammo economy where you have to try to run out of bullets? The remaining 4 weapons are effective, but they're SO effective that basic use with the player's abilities would make most combat encounters arbitrarily easy. It at least makes most individual fights not worth thinking about.

I say 'would' because getting grazed by anything larger than you is usually an instant kill. Turbo Overkill gets some grace here because its respawn time is refreshingly low, and a majority of enemies are the man-sized ones who only exist to pad level enemy counts, so it's a manageable problem from a play perspective. The issue is the breakpoint instant kills create means most resource management is meaningless. If everything important kills you in one shot, why bother having health or armor? Players that figure this out can probably spec into a very effective glass-cannon playstyle, which is cool! But I feel that Turbo Overkill expects player health to be a much more closely managed resource. If players were supposed to be gibbed so fast by enemies, why are Rammers the only enemies with non-visual attack queues?
And, you know, getting the death BSOD with no feedback is kinda annoying.

Turbo Overkill's gameplay does not have a middle ground between being alive and not, but provides tools that are applied almost exclusively to that middle ground. The game wants to give the players tools to explore gameplay depth that doesn't exist. The best the player can do is autopilot between threat vectors until every enemy worth caring about is dead or they've been respawned.

There're a lot of other problems with Turbo Overkill regarding its movement being weird and contextually sluggish, and its presentation being kinda sloppy, and the writing being really not that great, but the whole "complexity-erasing damage" thing is the big one to me.

Enjoyed this quite a bit at Early Access release and that enjoyment still holds strong. Some really creative mechanics throw any idea of grounded out the window, and it was great feeling that same rush that something like Doom Eternal gave me. Feels like a rare feeling.

A few issues here and there though that stop it from going higher. Namely, objectives are a little annoying to find at times (boomer shooter classic lol), and some enemy moves are frustrating to deal with.

Still highly recommend for shooter fans.

Turbo Overkill é o Morbius dos fps retrô


I've been cursed the whole game:
-The first weapon bugs out in the first level (pressing alt fire, not holding it, makes the animation loop without a way to regain control again until you pick up another weapon).
-The script is not working.
-Enemies are leaving the barrier so you can't remove said barrier.
-The previous checkpoint overrides the current one.
-The elevator of the final boss doesn't go back down after dropping me when it was ascending (thank God the developer thought of putting a console command).
-Getting stuck in geometry with no way out

Other than this, the game, in general, is insanely frustrating with the rocket instantly killing you even if you are at 200 HP or you get hit with the poison slime ball. God forbid you dash over, OVER, your own fire. The level design goes from being big just for the sake of it, "here's an area full of mobs" to no clear exit. The vehicle sections were boring and overpowered to the point that you need to try to fail these sections. There's no reason to use certain guns except for their alt fire, and even then, there are like four guns you could use the whole game and finish it. So the game has a solution: corruption rooms, where you can't leave the room until you kill every enemy with a weapon selected for you.
the story was mid, that's it.

People say this game is a movement shooter, MORE LIKE BOWEL MOVEMENT SHOOTER WHAT WERE THEY THNIKING?

Turbo Overkill is one of the best First Person Shooters ever produced. Go play this game right now.

This might be the best singer-player FPS I've ever played. Better than Titanfall 2, Doom Eternal, or any other great in the genre.

I'll admit the story is flimsy but it's really only there to set up some increased platforming & action setpices. The gunplay is absolutely perfect and it's arsenal is as inventive as it is functional. I'm going to gush about this game a lot but first some critiques.

This is a classic boomer shooter, so if you're not down for running at 100mph & never reloading, this may be too much for you. In fact, it was almost too much for me and I love these kinds of games. I had to tone down the difficulty from normal to the easiest level twice because I felt I just died too quickly to react. Some enemies, especially near the end when they appear in groups, can wipe away your entire health bar in one hit. You get a dodge, a grappling hook (that can set enemies on fire), a double jump with additional modifiers, and sometimes environmental movement enhancers like jump pads, so it's usually easy to dodge tougher enemies. But when the game purposely locks you in tiny rooms, it can be rough. And that is especially true in the final level when time limits are introduced.

The upgrade systems here are satisfying, though simple. Killing certain random enemies will make them drop money which is used to by modifications for your limbs & head or weapon upgrades. It may seem like it'll take a while to unlock them all, but you'll have all of them early into the final (3rd) episode. This means that for roughly the final 25% of the game leaves you with nothing to spend your money. This is fine because it feels like you've finally reached your final form at that point, but I wish I didn't have a functionality pointless number continuing to go up in the final levels.

There's controller support, and I played the entire game on Steam Deck. It was nearly flawless, but it takes some tweaking to get everything mapped in a way that feels comfortable. In particular, it was hard finding a place to map all of your special powers (slow motion, micro missiles, grappling hook) as at least 2 of them are abilities that you'll need to aim while using. These abilities make sense for the shoulder buttons, but you also have alt-fires & weapon swapping up there usually, so you may have to get creative (thank God for the weapon wheel).

And finally, I understand this is an indie game so I don't want to go too hard on this point, but I've gotten hard stuck twice due to checkpoint-related glitches. Luckily all I needed to do was restart the level, but considering these both happened in the final levels, I had to replay sections that I barely completed in the first place. Plus, because the game is so hard, I find myself trying to outsmart the game and trying to access health & ammo that should have been locked behind previous doors, which is the very reason one of my glitches happened. When the game can be this difficult, it encourages cheesing, so maybe a tweaked difficulty could change that. Hell, it really is only a few specific fights that were rough, so maybe just check those encounters. Also, this game could use some kind of more prominent "danger zone" warning state similar to Doom Eternal. In that game you rarely died in one hit, if at all, in normal. You'd at least get knocked into a fragile state & had a split second to recover. You almost never get that split second in Turbo Overkill, and perhaps if I had ot I never would have been frustrated in certain moments.

But the rest of this game FUCKS SO HARD.

You get every gun under the sun it feels like. A sniper, 2 different shotguns, SMGs, an LMG/flamethrower, a plasma rifle, rocket launcher, and orbital Lazer, & chainsaw arms (which are charged by killing enemies with your chainsaw leg). Every weapon feeling great to use (especially if you turn on hit markers) and with a moderate exception to the plasma rifle, every weapon has heavy utility. And despite how frustrating they were initially, the timed fights forced me to find the most effective weapon for each enemy. I couldn't just pick a weapon and stick with it, I had to react to every specific encounter.

I mentioned weapon upgrades and body augmentations earlier and I gotta say they're mostly fucking incredible. Body mods can do simple things like give more mod slots, extend slow-mo times, or give health or armor when killing with your chainsaw leg. Or they can give you crazy useful perks like igniting enemies with your grappling hook, adding a second chainsaw leg, or giving yourself the ability to wall jump once before touching the ground. In some cases, weapon mods just fix an initial flaw with a weapon, like eliminating the chain gun's windup. But sometimes the entire use case of a weapon is changed. For example, x the starting pistols can be upgraded to (after landing enough shots consecutively) transform into a magnum that does more damage than any other gun in the game. And it stays that way until you finally miss a shot. The variety of these upgrades is insane and takes the power fantasy of the gameplay up to 11.

I mention that there's a story, but it's nothing special. It's very campy in an 80s way, and tonally it's humor is very Duke Nukem (but with none of the meanness of Forever). It makes for fun cutscenes at least, and many of them show off the impressive level & character design.

Oh yeah, I forgot that this game is BEAUTIFUL. It has a PS1 look to it, but so many detailed enemies get jammed into such massive & detailed arenas that it's hard not to be impressed with the game in context of modern releases. It might be working with half the polygons when it comes to texture, but they lean on vibrant colors, insane boss design, and varied level design to stick out.

There's even more I could talk about, like how great the platforming sections are and how they feel like if Titanfall 2 & Doom Eternal had a baby, or how satisfying it is to rain fire from above thanks to the forgiving floatiness of its jumps, or how satisfyingly hidden the collectibles are, or how brilliantly the scale & stakes of the game escalate throughout, or how there's apparently community maps to play now that I'm done, or how the audio logs gives some surprisingly tender back story. But, I gotta go to bed I've been up for nearly 24 hours.

So I'll just say that if you've ever enjoyed a Boomer Shooter (any game like Dusk, Doom Eternal, Ultrakill, etc.) then this is a must-play. I'll be surprised if this isn't on my top 10 of the year.

a gem of a movement shooter. really excels in weapon variety and fun. my only critique would be:
- last two levels are kinda not good
- the fact that the majority of levels are locking u in certain areas, not allowing u to go back and search for missed secrets so you have to restart the whole level. its a design choice obviously, just a design choice i dont really like.
- the difficulties dont feel balanced enough. getting killed because of attacks from far away with no way to see them doesnt feel good.

ABSOLUTE BANGER.

There's a little lack of polish (you can get stuck in walls, etc), but this game isn't afraid to just let you have fun. The movement is slick and doesn't constrict you. There's fun vehicle combat. It's good.

Played on Linux using Proton.

a blindingly fast thrill ride that got better as it went on. nonstop action, obliterating weapons, a power fantasy akin to doom eternal with combo-swapping and speeding around the arena. most of what i initially said when the game was in early access still stands, but the enemies feel better to fight. the biggest issue with this game is excess. more often than not 30+ min levels, an arsenal bigger than it should be, and a gigantic enemy roster with just as much superfluity as the weapons. its overwhelming at times in that you have to fight battle after battle against countless hordes of enemies. in one of the end-game levels, there were like 900 enemies to kill! the combat is buttery smooth, but there can still be too much of a good thing. im not trying to contract carpal tunnel. there are also weapons that fill out similar roles to each other which leads to some guns not having as concise of a role in the sandbox as they should. i mostly think of the minigun vs dual uzis in this instance. i cant tell the difference between them besides one shoots faster and the other may be worse at longer ranges? why not just make the uzi the automatic hitscan weapon and just keep the minigun as a flamethrower? theres more like the microwave beam just kinda not being that useful or the accurate alt fire of the uzi kinda just being better than the normal uzi or- yea the weapons could've been tweaked a bit. theyre all good fun to use, but it's more than what's needed or even used. the augments are similar, i got all of them and didnt even use half of them i think. some augments are just clearly better choices like the chainsaw slide kills giving health and armor, extremely necessary on high difficulties since only enemies drop health on some of those difficulties.

overall though the game's pretty great, chainsaw sliding through groups of flesh and steel is beyond fun. a good boom shoot, couldve been amazing but it seriously is hard to go wrong with a breakneck FPS that has a protagonist with chainsaws for limbs.

Very fun. Soundtrack was killer and I enjoyed how much freedom there was in the movement. Though enemy variety could have been better and I'm never a fan of the lategame boomer shooter sections where they just throw swathes of increasingly tanky enemies at you. Art direction was obviously very cool, though the colour intensity was so high I genuinely had to take time for my eyes to readjust after looking away from the screen. Kinda too many redundant weapons as well, it almost felt comical spam-switching guns at the start of each conflict to try and remember which ones I actually wanted. But overall very fun still.

Bu yıl tam sürümü ile çıkışını yapan Turbo Overkill bomba gibi bir Arcade FPS oyunu, öyle ki Doom Eternal'dan bile daha hızlı ve saykodeli bir oynanışı mevcut. O ekolden harika bir şekilde giden, indie tarafta bu türün bayrak sallayacak kadar kaliteli yapımlarından biri belki de en iyisi olmuş. Süresi biraz fazla uzun olsa da her türlü doyurdu.

Doom Eternal + TItanfall 2 = Awesome

Levels are a bit long for my taste.

Also ran into an issue where I got stuck in geometry if I slid into something too fast. I wouldn't have had a major issue with this had it not happened in arenas and boss fights. Didn't run into it often but it was frustrating to deal with when I did.

"All those upgrades and you never did get yourself a chainsaw d#ck... What a waste..." - Maw

Por ser um boomer shooter, baixei a demo de Turbo Overkill sem esperar muita coisa. Não cheguei a terminar a demo, mas ao sair dela “paralizado” e com o maior sorriso que já esbocei na vida ao jogar algo, foi aí que soube que deveria comprar. Novamente, era um jogo do qual eu não esperava muito, mas que acabou me entregando absolutamente tudo, e mais um pouco ainda.

Turbo Overkill possui uma gameplay frenética e divertida com uma completa variedade de armas e equipamentos, com direito até de pilotar motos e mechas (e claro, as motosserras nas pernas e braços para quando quiser levar a briga pro pessoal), um enredo simples, mas interessante, que não é só background para o tiroteio, e que traz consigo personagens e vilões cativantes (te amo Ripper, sua doida huehue), uma direção artística incrível que dá vontade de tirar capturas de tela o tempo todo, e uma trilha sonora impecável que captura muito bem toda a essência do jogo, é fácil uma das melhores que já ouvi em um jogo.

Bem, só é justo dizer que amo demais esse jogo. Fez eu me apaixonar por boomer shooters, é meu GOTY pessoal de 2023, e é definitivamente um dos meus jogos favoritos! Super recomendado para fãs de boomer shooters ou quem é novato nesse gênero. Good hunting, Sir!

This is one of the best FPS games of the past decade. Story is serviceable, but it's obviously not trying to sell you on a compelling narrative. Instead Turbo Overkill is another old school style shooter, but instead of being overly reliant on its boomer shooter DNA, it improves everything that works and leaves things that weren’t worth keeping.

Its levels shmoove you through with breeze and even when a level becomes more complex, it never feels convoluted. The game is divided into three episodes with a good chunk of levels to go through, and most of them feel rather visually diverse considering the color palette only relies on blues, grays and reds.

The combat is stellar. I played this on the equivalent to the hard difficulty called “Street Cleaner”, and I found quite a bit of spots when the game genuinely felt like a challenge, but never frustrating. You have a lot of weapons to utilize, but it never forces you to use them all to do well. Augments can heavily affect the way you play through a fight, from giving more damage to just swapping weapons or chainsaws used to deal tons of damage but also keep you alive.

At the end of every episode there is a boss fight, along with some in between. I was somewhat underwhelmed by the final boss of episode one, but oh boy does the game crank up afterwards. I find that many old school shooters tend to struggle with good boss fights and Turbo Overkill's is no slouch, especially the final boss.

It’s pretty rare when an fps game can make me smile often, considering I’ve been into the genre for a long while, but Turbo Overkill had me at many points either grinning or smiling my ass off. If that isn’t high praise then I don’t know what is. Go buy this game.

Turbo Overkill has become one of my favourite FPS games. It's a blast from start to finish, full of incredible music, epic setpieces, great levels and a ton of fun weapons. I had so much fun, and in the end, that's what gaming is all about. The only reason why it isn't 5 stars is because some of the weapons didn't really get used much, but other than that, very fun.

One of the best Boom Shooties on the market right now.

why is turbo so fucking fat bro

Johnny Turbo could take Arasaka Tower in under 3 minutes

goes hard af, very fast very fun

Firstly, the art style for this game is amazing and the pixel style works well with lower polygon models. The game's core gameplay of being a movement shooter is simply fun. However, the game struggles to introduce anything that feels really unique, especially in the gunplay and enemy design. The guns are also unbalanced. The game's difficulty is not balanced well either. It is too easy most of the time and its "difficult sections" are just you being outnumbered by a ton, which can't be fun at times.
Final score: 7/10

"Turbo Overkill stars Johnny Turbo. It is a FPS where you gib enemies with your chainsaw leg, torch foes with the alt fire of your two cylinder chaingun, have a orbital space laser at your disposal that turns everything to ash, can shoot flaming buzzsaws that saw anything in half, explode bad guys with your grenade launcher alt fire with your double barrel boomstick, and a sniper rifle that allows you to telefrag into a enemy on command." And I only made one of those things up.

Let me just say right off the bat: despite this being a fast paced retro-style FPS with the word "Kill" in its title, this is nothing like UltraKill. This is Doom Eternal instead. A Doom Eternal that's, somehow, even faster then ever but doesn't have the same level of enemy complexity and resource management. This mostly has to do with ammo management, which is far more lenient then in Eternal. It'd be tempting to say that's a flaw, but it's simply less demanding in what is most optimal for every combat encounter. While I don't agree personally, some criticized Doom Eternal for having "right" choices when it comes to what weapon to use against which enemy. Something like casting ice magic against a fire enemy, very simple problem that solves itself with little room for deviation. I feel Doom Eternal is more of a dial of "Good" and "Bad" choices, but I do understand where people are coming from when they say they feel limited in what the game asks from them, especially when they keep running out of ammo. Turbo Overkill has nine weapons with a alt-fire for each, and apart from a few, ammo is generally fairly plentiful. Alt-fires do cost more ammo in exchange for higher rewards, but this leads to combat feeling more free-flowing that asks you "How do you want go about making the walls red tonight?"
That isn't to imply this game is overly simple, the base combat certainly is more complex then the original Doom by a wide margin. To partially spoil the guessing game I had at the beginning of this review, the chainsaw leg is your primary ammo-less weapon at your disposal. A lightning fast dash that instant-kills any small humanoids. This game has purchasable and unlockable augments that allows you customize your own Johnny, one of the most important being the augments that grant health and armor upon killing with the chainsaw leg. This gives similar experience to utilizing lesser demons from Eternal that were glorified resource piñatas. It has the same scramble feeling when you're near death and start desperately searching for these lesser foes, while dodging the far more threatening monsters shooting lasers and a hail of bullets. You also have a arm missile that you can lock-on to many enemies at once for a rain of homing missiles, or lock to only one enemy for a much stronger single missile. It's on a relatively long timer, but it deals a ridiculous amount of damage which makes it ideal to remove/weaken the more troublesome monsters off the board. And do you like weapon swapping to bypass gun recoil animations from Doom Eternal? Well you'll feel right at home with how freeing swapping weapons feel, not needing to go through any animation you don't want to sit through (except flipping off foes after a missile launch, which is kind of hilarious how that's the only animation you can't skip). One particular augment takes the weapon swapping a step further then even Eternal, but I'll leave that one a secret.
Enemies hit really hard to compensate the versatility of Johnny Turbo. Checkpoints can be very generous, but there are times where I went 100% to 20% health in a blink of an eye (I played on Hard, there are two higher difficulties above that. One of which just says "Don't" in its description if you try to pick it). Hell, sometimes I'd be dead in that split second. You have two dashes and two jumps by default, plus the aforementioned chainsaw slide, and the game expects you to be moving always. I feel the difficulty curve is generally pretty good, though the Episode 2 bosses was where it starts expecting a lot more from the player. Some parts can be a huge endurance round where you'll be on the edge of life and death at all times. The final few levels especially throw everything and the kitchen sink at you.
Levels can go on for a long time with hundreds of enemies in each one. Sometimes it feels like a joke the devs are in on: "Hey this seems like a lot of enemies... add more." You can even get a cheat to multiply enemy spawns by threefold, which is honestly hilarious by that point. Oh right, each level has three chips and three cassette tapes that unlock cheats and hidden levels respectfully. Because of your insane mobility and the length of these stages, a lot of these collectables can be borderline too well hidden. It wasn't uncommon to spend close to 30 minutes in a single level, only to miss half of the collectables despite my best efforts. Thankfully they aren't required by any means, they're just for fun and extra content. And you don't need to find them on one clean run, the game saves every collectible you pick-up.
The story here, while nothing new or thought-provoking, knows what it is the whole way through. It knows when to ramp up its silliness to the logical extreme, but also knows when to throw a curve ball that forces the heroes in a difficult situation. Its got style and attitude a plenty, maybe a little juvenile with the amount middle fingers and f-bombs thrown left and right, but it never feels artificial nor boring. And this probably has one of the only walk-and-talk sections in any game you can skip, holy shit why is this not standard? The amount humor thrown in this game is the cherry on top. I like the enemy descriptions in the bestiary that were written by a guy who clearly has a grudge against several enemies. I like some of the silly graffiti on the way in most levels of this cyberpunk dystopian that can feel like it was drawn by bored teenagers. And I especially love how bizarre and ludicrous these weapons can get. The dual uzis you get early on allows you to turn one of the uzis into a more accurate two-handed rifle, but instead of putting the other gun away Johnny will just toss the extra onto the floor where it becomes a game object with physics. Little details like that makes the personality of a game shine.

It feels this game has been going under the radar, and that's a crying shame since this game goes really freakin hard. Far harder then it has any right to. The set pieces are some of the best of any in its genre, and the gameplay is top tier in its execution and systems. Even if it can get frustrating with some endgame sections, I'm willing to look past it because of how much more this game gets right.

And you can gib enemies with your chainsaw leg.
I rest my case.

All those upgrades and you never did get yourself a chainsaw dick... What a waste.

I don't get the hype. It's not bad, but has big problems that really drag it down.

The difficulty and weapon balance are the main ones.

There are 4 or so difficulty settings, and Murder Machine, the highest, is the only one that tries to give any semblance of challenge. It really goes about it in the wrong way though.
See, this is a movement shooter, so you're expected to always be on the move to dodge enemy attacks. Problem is, the highest difficulty makes enemy projectiles faster, meaning you almost can't engage in normal close range combat. Even if you can, staying back is infinitely more effective, but also way less fun.

The weapon balance is also disappointing.
With a wide roster of guns to use, you'd expect the game to give you incentives to do so, but there's only one enemy type that has a major weakness tied to a weapon, you almost never run out of ammo, and most weapons are totally viable to use exclusively for most situations. There are also no synergies between weapons like in Ultrakill.

The enemies also generally have really small health pools, meaning most less elaborate fights can be ended with two AOE attacks or so, and you either die instantly if you get caught off guard, or you kill everything around you nearly instantly if you know/can guess what's coming.

There's also the lack of polish.
Getting stuck in walls isn't uncommon.
Most of the time I found an interesting nook to platform to, it was not a secret and just an empty part of the level that wasn't blocked off. Imagine a metroidvania where destroying fake walls leads to empty corridors 80% of the time - it takes all the fun out of searching for secrets.
Enemy attacks are almost all silent, meaning you can't tell when you're getting shot at until it's too late (most enemies kill you nearly instantly on Murder Machine difficulty).
There's an enemy type that just pops out of existence when killed. There are gore effects that appear, sure, but without any sound effect it just looks weak and means they're not fun to kill.
There's an option to enable enemy highlighting if you have trouble spotting them (I did). However, the highlight colour is red, and half the game's environments are also red.
The movement mechanics are a little iffy too. Instead of preserving absolute momentum, your speed is relative to the camera, meaning you can't hook shot to launch yourself up and shoot at enemies below - you'll fly straight down towards them instead.

The levels don't seem to have been designed with the actual movement system in mind. Half the platforming can be skipped, and a lot of spots look like secrets because they weren't made with the awareness that they can be reached.

There are good things about the game too of course - like I said, it's still a decent time.

There's quite a few weapons with some cool alternate fire modes and extra mechanics.
You can do animation cancels by changing weapons too, which is completely busted (it's way too fast) but kind of liberating.

The movement is super fast and the chainsaw slide is fun to use.
You can also chain double jumps, dodges, slides (they work mid-air) and grapples (they renew your jumps) to get some crazy airtime and control.

The enemy designs are solid.
Nothing crazy deep, but they're varied and different enemy combinations really change how encounters play out.
There's melee and ranged fodder, stronger enemies with different types of projectiles, bigger monsters that require some extra effort to kill and avoid their attacks, and some extra novelty enemies.

There are also a few bosses in the game, but I didn't find them very engaging, and many of them also suffer from the "kill them extremely quickly or not at all" problem. However, I generally dislike bosses in shooters, so I'm probably more critical of them than most.

The levels are big, use lock and key mechanics to make the path feel less linear, and they're mostly pretty open, which works well with the exceptionally fast movement.
They also often involve different themes (like having a central hub you return to or being set on a train, so switching between corridors and jumping between smaller platforms) and gimmicks (like different vehicles).

Overall it's a decently fun power trip game, just not as tightly designed as the landmark titles it's being compared to.


nauseating and fun (literarily)

Turbo Overkill (TO) is probably the fastest FPS I've ever played; it definitely feels faster than ULTRAKILL. However, unlike that game, TO is closer to the classic boomer shooter formula (No SSStyle score, ammo limit etc.). I enjoyed the game very much...most of the time. Let me explain.

First, the good part: The gameplay is pure adrenaline pump and very satisfying; you have to be constantly moving and shooting (or sawing people in half) to not die (but I have an issue with this which I'll write later). The levels are absolutely gorgeous visual-wise and the soundtrack is KICKASS. So what's the problem, you may ask. I never thought I'd say something like this for a shooter, but: I just got really tired of killing hordes of enemies after a while.

Why? Because the levels are way, WAY too long. a minimum of 30 minutes for a single level (usually 35-40) is just insane. There are four reasons why they're that way. First and the least important issue is that the levels are huge, and to progress you need to collect key to open a path to another key etc. etc. till the level ends. The second issue is the bloat of enemies. Most of the rooms are gauntlets, you fight wave after wave of enemies to go to the next corridor just to experience the same thing in the next room. I suppose this is true for most (if not all) boomer shooters, but this is the first game I felt overwhelmed by it. It may be because of the third and fourth issues: Checkpoints get sparse (and sometimes terrible) in later levels and bullets are either too fast, too small to see or too powerful (or all of them at once), killing you almost instantly if you stop for a second, and since there's no sound cues for any projectile you usually don't know what killed you. I'll be honest, I may have experienced these last two issues more because I stupidly insisted on playing on the hardest difficulty, but I think this is a more general issue since I've seen/heard others say the same.

Despite that long rant about negatives, I still find the game very enjoyable and a must play for anyone who enjoys fast-paced shooters. Just don't play on the hardest (Murder Machine) difficulty.

kötü bir ultrakill çakma