Reviews from

in the past


𝟕,𝟏/𝟏𝟎
Incredibly exploitative and `cheating` (сmon saw from a boot), but fast enough to keep you awake

Turbo Overkill è un fps fortemente ispirato a Doom, in tutta onestà riprende da Doom praticamente ogni elemento di gameplay quindi abbiamo fasi di shooting iperfrenetiche condite da nemici di ogni tipo e una ruota delle armi corposa con strumenti variegati dotati anche di attacchi secondari.

Il cruentissimo corpo a corpo di Doom è stato invece sostituito da una motosega posta nella gamba del protagonista che permette di fare dei balzi potentissimi e maciullare i nemici.

Pur non essendo il gameplay per nulla originale posso dire che la formula è così ben collaudata, studiata e relativamente poco diffusa che funziona alla perfezione ed il tutto si unisce da una componente estetica che è il vero fiore all'occhiello.

Le texture sono in pixel art, il tema del gioco è cyberpunk vaporwave, abbiamo livelli splendidi e sempre vari ed un livello generale che a me ha colpito anche più di Doom stesso pur essendo il titolo tecnicamente limitato.

Ci sono fasi di platforming molto divertenti nei livelli i quali presentano, per metà gioco circa, un design tendenzialmente semplice: si arriva alla fine per prendere un oggetto che ci fa tornare all'inizio e prendere un'altra via. Dopo metà gioco invece il level design esplode e si arriva al trionfo puro del platforming con tante idee geniali tra cui un livello a bordo della nostra auto volante stile Blade Runner.

Se vi piace Doom allora con Turbo Overkill andate a colpo sicuro ed avrete in compenso un gioco sublime dal punto di vista estetico.

a really, really great FPS hampered by some odd encounter design choices. theres this one enemy who i guess is like this game's equivalent of a cyberdemon. its the biggest baddest motherfucker to come across. thing is, you can shit on it with a rocket launcher and the micro missile ability. now this wouldnt be a problem if it was put in an arena with a buncha other enemies but this guy is usually just put by himself to 1v1 you which makes him way weaker in my head when i can just yknow blow him up in 1 second. there are a couple of annoying checkpoints in the game, once i had to reload an earlier checkpoint because i just couldnt keep going with how low my health was, but they werent frequent enough to have me dislike the game. very excited to see this get finished

Joguei a demo desse jogo em acesso antecipado e só consegui pensar que fazendo um grande repaginada dava pra fazer um jogo do Shadow exatamente nesse estilo, e daria muito bom.
Vou ficar de olho nele, pois no mar de boomer shooters retrô, esse se destaca bastante pelas armas e velocidade.

godlike movement and offensive mechanics, but a lack of defensive mechanics and a lack of enemy variety makes it feel more like a playground than an engaging combat experience. fun tho, and the visuals can be amazing at times or generic yet cool at others


Now with the game fully out and having beaten it I can definitely say with full confidence that this is a great game. Turbo Overkill isn’t really a traditional throwback boomer shooter and feels more like a cross between Doom Eternal and Vanquish. The game controls real smooth with a whole bunch of movement options such as your chainsaw leg slide, dashes, wall-running, and grapple-hooking. Like Doom Eternal the platforming is a nice break away from shooting loads of goons. The weapons are all quite nice and I tend to use most of them. A major facet of your weapons is that you can upgrade them with unique alt-fires, i.e. the mini-gun can turn into a flamethrower, the plasma gun can become a microwave gun that hits up to three enemies simultaneously, etc. There’s even upgrades later in the game to keep the early game weapons like the shotgun and uzis very viable. Because the protag, Johnny Turbo, is a cyborg there’s also an augment system where you can get upgrades for Johnny himself, which gives you a whole range of buffs such as getting health and armor back after each chainsaw slide kill, invincible dashes or hefty discounts from the vending machines.

The level design is quite good though in a different way as its more linear than throwback shooters such as Cultic or Zortch, but that’s not a bad thing as it keeps the momentum going and the game is always throwing new obstacles your way. There’s also some vehicles levels that are a nice of change of pace too.

The narrative is serviceable for an FPS like this and the cyberpunk atmosphere of the game is neat. The aesthetic of the main villain, SYN, is also cool where she tends to be associated with TVs broadcasting laughing mouths shrouded in static. Some of the levels in Episode 3 really stood out to me aesthetically as well.

Turbo Overkill is a really fun shooter and it’s definitely one of the stronger ones of the last several years.

I'm glad to see how much this game has improved as it's gone on, from the solid chapter 1, to occasionally frustrating chapter 2, to a great finale in chapter 3. And it seems like the previous chapters have been tweaked and nudged to be even better. The scope here is extremely impressive, with levels brimming with detail and a barrage of insane setpieces and levels. You've got a huge arsenal that feels pretty good to use, fun movement, good music and art direction, all in all a very solid boomer-shooter with some very memorable moments and huge scale. It can still be frustrating, with sparse checkpoints at times. Also, it can be a bit TOO big sometimes, with levels that are a pain to navigate or boss fights that have one or two unneeded phases. I appreciate the ambition, but it wouldn't hurt to tone it back just a touch.

Game's good, big recommendation for boomer-shooter enjoyers. Anyone who was unimpressed with the previous builds should absolutely revisit it now. It's been pretty substantially improved.

Sam sounds like Douglas from IT Crowd

kötü bir ultrakill çakma

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.

nauseating and fun (literarily)

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.

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

"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.

"Man-made-bitch" power fantasy is my favorite type of boomer-shooter

you see retro shooters pop up everyday in this market, theyre a dime a dozen. but this one introduces you to its chainsaw slide killing in a skate park so you already know that this one is baller as hell. the level design is creative and engaging, the movement is smooth as cream, combat is as cathartic as smashing shit with a sledgehammer.

balance is almost perfect as it is. most enemies are 1 shot-able with the chainsaw leg but theyre the fodder, horde, masses of meat and steel that distract you from the real deal enemies that will obliterate you in a millisecond. i feel that some of the lesser enemies shouldnt be one shotted by the chainsaw though, it's a bit cheesy with the slide at times. also, even though youre supposed to be a fast glass cannon i felt a couple of the deaths were too quick.

anyways, with its ridiculous name, turbo overkill seems to be a contender for a great retro fps with how pristine its movement and weapons are made.

it's fun but this games style is so pretentious to me i do not know how to explain it

this game is so fun and cool as hell. the chainsaw leg is the best mechanic i never knew i needed. i still get lost sometimes, which drags the pacing down a bit. idk if thats the level design or if im just stupid but i tend to get lost a lot in boomer shooters

me gusta pero despues de unas horas me aburrio

Holy shit I really am chainsaw man

This game is so fucking cool. Chainsaw leg one of the best ideas for a slide.

"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!

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.

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.


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.

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.

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 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.