First impressions of Xbox Game Pass – Metal: Hellsinger

Metal: Hellsinger will explode on Xbox Game Pass today, opening the gates to rhythmic frames per second to surprise even more players. Here’s what we thought after the first few hours in Hell …

Metal: Hellsinger is intense. Sure, that’s likely to be the case when you set the game to hell, but by having players rip and smash through hordes of demons in time thanks to the perfect original metal soundtrack, it’s a game where every beat counts, and boy, does it ever have to be. feel like. Roll a combo or mis-aim the shot and you’ll find yourself dealing less damage – for example, weak enemies can die in one hit when you are at full power, but the moment you slip that swarm of single-shot demons will disappear until you fire two shots, effectively doubling down the length of the fight as you only shoot in rhythm. In chaos, it’s easy to get defeated or lose your bearings, but with a few handy features to ease that a bit, tearing through Hell is great, even when you’re in a fight.

Metal: Hellsinger joins Xbox Game Pass

It should be noted that Metal: Hellsinger is far from a long game. With a clocked tutorial and the first four stages within a few hours, I’m already halfway through the game, although I only consider the main levels – each also unlocks three additional challenges when you beat them, which in turn unlocks powerful perks once cleared, so you’ll probably want to spend your time to overcome them as you go, or things get tough. At this point in the game you will also have access to the full arsenal and will be able to choose the equipment for each trip to Hell from a varied selection of killing devices. You start off with a sword and a fireball-throwing skull (weak in combat, but you can hold your combo even when its arrows hit nothing), which you’ve always carried, and then get a powerful shotgun, two pistols, an explosive crossbow and a pair of boomerangs with sharp crows … an interesting choice, but for any level you will only be able to take two of these extra weapons.

This proves important not only in which weapon clicks for you, but also in how it deals with the different types of enemies that Hell is throwing at you. They’re not particularly diverse, but include the typical bases – swarming minions, powerful melee units, annoying ranged units, summoners, and so on – and the elite can give you a lot of grief if you’re not prepared to deal with them. Shielded beasts in particular are hard to deal with with the wrong equipment, meaning you’ll either get destroyed by them when you blast your way through other enemies first, or you’ll be torn to pieces by the crowd when you snap the shield guy trying to find the hole. Each weapon has an ultimate ability that can sometimes give them other ways to defeat problematic enemies, but if you don’t know what awaits you during a stage replay, you can’t rely on recharging these skills when a stronger demon appears to play.

In case the game of shooting demons in Hell wasn’t close enough to Doom anymore, Metal: Hellsinger also borrows its Glory Kill mechanic. Enemies glow when they are close to death, and the right click of the right stick will cause you to dash towards them and deliver a killing blow, regaining some health in the process. The glow is too persuasive and the healing is often too good to pass up, but you still need to be smart about using these finishers – there’s no point in running around to kill one little foe in a dozen others if they just intend to do so. perform a free swing, for example, to cut off the health you have gained, although vice versa, there will be occasions when this jump will save you from danger in no time. You also have great mobility options for a dash and a double jump (the latter, oddly enough, is one of the few things in the game that no? must be done to the beat) and just like in Doom, you have to stay on the move to stay alive, although this only makes it harder to shoot consistently and keep combos alive.

It is high time we properly covered the multiplier system as it is an integral part of every aspect of Metal: Hellsinger. When you successfully kill to the beat your multiplier will increase, first to x2 and then double up to three more times if you keep playing well to maximize it to x16. This not only increases your score – although that in itself is important considering Metal: Hellsinger is essentially a point attack game – it also increases your damage and, most importantly, increases the intensity of the action by adding new layers to the path sound at every stage. Using music as a reward in this way is just brilliant, conveying Metal Gear Rising: Revengeance’s incredibly evolving boss themes, but in a dynamic way. Successfully tearing through an encounter just to be rewarded with a failing lead guitar solo in honor of your efforts never gets old, and the epic fantasy of the power to fight through hell to fight the devil really comes to its own when you maximize the multiplier and treated by the thundering vocals of some of the best voices in the industry to crown the epic action. It also means that you will quickly find out what level your multiplier is at without even looking at the meter – a welcome bonus with how many other elements on the screen will require your full attention at any given time. The soundtrack is superb so far and I can’t wait to hear what Mr. Tankian has to offer …

While I really like Metal: Hellsinger from what I’ve played, one of the problems I have encountered is that sometimes there are inconsistencies in the timing. I’ve tried this on multiple displays and devices and calibrated it dozens of times, but as close as I get to the perfect spot, I’ll still have encounters where I hit all the perfect shots until I feel like it’s time to slip out of sync for a while . Part of this may be due to attacks, the most used timing inputs, being on RT, and analog inputs are never ideal for rhythm games as they can cause consistency issues through accidental early / late presses depending on the threshold being used. Others I’ve spoken to have had similar experiences, and it’s always frustrating when you lose fluency and combinations (and potentially even gear if you’re trying to attack with points) on something that doesn’t seem to be your downside. I will continue to fiddle with calibration to see if I can fix the problem.

If you’re going to Hell just to earn some Metal: Hellsinger achievements, you’ll be pleased to hear that this isn’t the hardest on the list. There is nothing specific to difficulty, so you can take on more difficult tasks on the easy Lamb difficulty level, and most of the achievements are likely to be unlocked by completing the game as normal and completing all the Torment challenges. Even the ones that seem more demanding aren’t too bad if you give up the hardships, so most people shouldn’t have too much trouble picking 1000G. You never get fed up with the quick completions of Xbox Game Pass, do you? Normal.

summary

Metal: Hellsinger is a perfect match for the Xbox Game Pass. It’s a short but sweet blast through hell, and joining the service will give a much wider audience the chance to enjoy the intense action as its short nature can make it hard to sell at full price to anyone who isn’t dependent on the leaderboard or metal the devil (or both). The only real longevity of the game will be the seemingly chase for high scores, and the levels are probably a bit long for a classic score-hitting game – you’ll probably have a blast tearing apart the hell as you progress through the story and when it’s okay it won’t be miles anymore seen it is so full I can imagine a few people will probably leave wanting more. Still, it’s a hell of a lifetime, and still welcome in Game Pass, so it’s gonna be a free pass from me.

Luke spent approximately three hours playing Metal: Hellsinger, earning 17 achievements for his demon-slaying efforts. A copy was provided by the publisher.

Free pass

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