Ultrakill succeeds in evoking the same feeling of pure adrenaline rush that I also get with Doom Eternal, but fails to make the enemies or weapons unique and interesting to use.
For example, the shotgun can basically only shoot to heal or make an explosion for cc and dmg. But there's like 3 different ways to do that and they dont feel at all meaningfully different. Then you also get the red railgun which is that again but on a big cd. It just feels like there's 50 different ways to do 3 things.

Reviewed on Oct 11, 2022


1 Comment


1 year ago

The shotgun is also one of the few weapons you can easily projectile boost by blue punching the shot (which you can't do with the railgun, since it's much more usable with the coin during high speed fights in turn), which also turns it into a makeshift sniper if you're willing to learn timings and applications. You can do a lot of different things, but they require some deeper interest in how the game mechanics work and a drive to maximize efficiency, rather than just getting the job done in a binary sense. On a lower level, the shotgun's explosion is also more efficient than the railgun's at building speed and gaining movement advantages, since you can effectively blast jump with it by shooting down.

You're really looking for the best way to get things done in each situation and environment, rather that just getting to the end of the level.