Reviews from

in the past


Finished regular mode. Might play harder mode in future

the definitive sequel to Donkey Kong: Jungle Beat

A real audio-visual treat - you play an ape who needs to escape a series of different buildings, based in different settings.

The mechanics are simple, push and grab people until they explode into gore; except... all of the action is part of the level you play. The level is also a jazz track - people exploding sound like snare drums, or bass depending on the enemy.

It's pretty unique, but the mechanics were too simple to capture my interest enough to complete all the way through.

Great concept and mostly solid execution. Can get frustrating in the later levels but overall I enjoyed this completely unique musical experience.


This game is a representation of The Eric Andre Show's meme "LET ME IN", but backwards and I LOVE EVERY MINUTE OF IT. The frantic, the apeness, the killing. Such a beautiful but brief game.

local ape tries to live its crap life while being fucked over by RNG all the god dang time

nothing can be more pleasurable than hitting a son of a bitch with another son of a bitch

Another great game that I probably won't really play more because I'm really, really bad at it. The aesthetic and music are super good, and the gameplay is extremely satisfying. It's really, really easy to die, though, and I got frustrated pretty quickly on account of being Bad.

it's experimental jazz Hotline Miami, what do you want from me

Buena BSO, gameplay directo y con la duración y dificultad justas. Me dio justo lo que esperaba y es muy satisfactorio estampar gente contra otros a golpe de puño de mono.

I am just bananas for Ape Out. not monkeying around here, never before has a game made it feel this good to go apeshit and smash puny humans as a hulking primate.

It honestly fucks me up how good Ape Out is.

I love jazz. Like a lot. When I moved recently, vicinity to jazz clubs was, like, one of my top three metrics for choosing where to live. Of course, the Current Unpleasantness fucked that up for me, so something about hearing some dynamic, live(ish), excited, goddamn JAZZ filled me with so much joy.

And the gameplay here is delightful, so simple as to be easily understood, but with a tactility and forcefulness to it that makes it constantly delightful. It never didn't bring a smile to my face to hurl a guy straight into a wall or out of a window.

Ape Out rules. Everyone should play Ape Out.

If you like jazz and difficult games, you'll love this game to death. Style oozes out of every corner in this game. Also has the best ending in the medium.

Intense, but never to the point of frustration, this game has substance, but even more style.

Meh... é divertidinho por alguns minutos, mas começa a ficar muito repetitivo e chato conforme você avança.

Wish this game was longer but for the time I played it was very enjoyable. The dynamic soundtrack and minimal art style aid the chaotic gameplay.

Ape Out is hard.

After five minutes of play, my hands are slick with sweat, slipping off the controller, gripping it tightly, as my adrenaline increases with each death, each kill, each explosion rattling off more synapses.

Ape Out is exhilarating.

It's one of the most unabashedly stylistic games of the last few years, with its scratchy vinyl tri-tone palette, electric percussion, and gutsy action. Everything about it screams STYLE, from the snappy intertitles between levels, the adaptive jazz soundtrack with its percussive beats punctuating each kill, to the explosive energy contained within each level or subsection.

Ape Out is GREAT.


Ape Out, como o nome bem indica, te coloca nas patas de um gorila em fuga; os soldados que te mantinham preso sendo o único obstáculo entre você e a liberdade. Não há texto além do nome dos estágios e dos créditos finais, e o jogo não tem muito interesse em te fornecer muito mais contexto do que isso. O que ele possui é uma direção artística inigualável, que, misturada com a intensidade da dificuldade imperdoável e da trilha sonora dinâmica, gera uma das experiências mais deliciosamente intensas que já tive em um jogo. A trilha sonora é uma faixa de bateria que se modifica reagindo às suas ações, os movimentos do seu gorila e o que ocorre ao redor dele sendo o acento que rege toda a música; a sensação provocada é de um ciclo que se alimenta: mesmo após a cinquentésima morte, a faixa de baterias induzia a mesma mistura de caos e transe que se precisa para concluir os níveis mais difíceis do jogo, e esta sensação de unicidade com o gorila e a faixa é transmitida de volta pela maneira que você joga, que por vez, rege a trilha sonora - a poética perfeita para o jogo de esmagar as coisas com um macaco. O jogo é curto, composto de quatro álbuns (estágios) que completei em cerca de três horas, e toda sua intensidade empilha até não conseguir se conter mais, e, chegando-se ao final, tudo estoura em uma sequência de pura catarse, sequência que não detalharei sobre porque nunca desejaria roubá-los da sensação que tive.

Posso ter usado linguagem emocionada demais, porém esta é a capacidade desse curto joguinho - uma façanha de pura explosão estética que leva todas as melhores emoções à flor da pele. Ele está 1 real no PC e Xbox através do Game Pass, e, se for da sua praia assim como foi da minha, te prende a partir do primeiro segundo de jogo.


Great experience all the way through. The. Music. Though. Nice

With a pretty simple mechaninc it is able to, when the random placed enemies and the music flow together, create really intense situations to remember.

It doesn´t really offer much to come back to after you are done with the main campaign, but that's alright.

aren't you tired of being nice? don't you just wanna go apeshit?

When I opened Ape Out for the first time, I was hoping for the next game to surge onto my "actually good games of the year" list rather than my "ten games I finished this year" list. Unfortunately, we have yet another case of a middling indie game where the style has drowned out the substance like PETA drowning a potato sack full of unadopted puppies.

In Ape Out, you are an ape and you get out. You run around and murder anything that moves. In a world apparently taken over by extreme pro-2nd amendment supporters, an army of men carrying pistols, rifles, machine guns, shotguns, flamethrowers, RPGs and fucking snipers attempt to stop you from pushing them into a wall so hard they turn into Jackson Pollock art.

Ape Out's selling point and best feature is its sound design. The game is percussion-oriented jazz and every action causes a dynamic change in the music. Killing dudes and getting hurt rackets up the music. Cymbals crash and drums smash and dudes with guns get made into mash. The chaos of the gameplay is complimented by the chaos of the music and vice versa. The visuals are all minimalist and understandable. The colors flicker and are always moving in some way, keeping up the chaos. Feels like an artist wanted to show off their unique audio talent.

My issue, however, is that everything else is kinda shit. Ape Out gives off the vibe of a guy going: "Here's why you should have me an audio designer for your game."
Instead of: "Here's why I should be a game designer."

The levels are maze-like and procedurally generated. These are fancy terms for: "level design was too hard and boring so I let the game design itself so I could continue throwing drums into walls." Enemies are spawned in no meaningful areas, the push attack's hitbox is spontaneous, and the carry mechanic is woefully underutilized.

The only things you can pick up are:
-Enemies to fire off one round from their gun
-Severed limbs that stun people
-Metal doors

Not being able to interact with the environments via throwing barrels or knocking over tables for cover makes the game less dynamic and more simple. You can hurl the things you hold at 100 mph, but good luck hitting your mark. Half the time I'd hit the guy, half the time I'd miss despite my right stick being pointed at his face. Same thing with using enemies as guns. Flamethrower and RPG guys in particular can go fuck off. Flamethrowers make approaching impossible and RPGs kill you in one shot because who cares about things like "chances to win?" Since the goal of every level is get from A to B, combat is something that is best avoided. I got through several levels from running in a straight line.

Ape Out was a disappointment. Another indie game too focused on presentation causing their gameplay to lack. While the actions are satisfying when pulled off, the repetition and short length (two hours) left me bitter. At least Sayonara Wild Hearts had standard-quality gameplay. For $15, I can't recommend Ape Out. I got it on sale for $7 and while that was fair, I also got way more frustration out of the game than I did audiovisual splendor. I yearn for when most indie games can actually balance gameplay and presentation regularly.