Ultrakill is a 2020 first person shooter, published by New Blood and developed by Arsi “Hakita” Parsa, placing an emphasis on fast-paced carnage, retro graphics and spilling a lot of blood from devilish creatures.
The only 3 things you need to know about the plot is this: Mankind is dead. Blood is fuel. Hell is full.
Taking on the role of a blood-fueled murderous robot named V1, your objective is to rip and tear through a wide variety of layers down in Hell, drain every denizen of their lifeblood and use it to empower yourself and keep fighting. You’ll be visiting a lot of different places as you go around comitting mass genocide, from twisted meatgrinders to skyscrapers towering above city skylines.
User Score: 7.7 / 10
I absolutely LOVE this game. Even though there is minimal voice acting, I didn’t think a game without it could be fun. Voice acting is replaced with fantastic soundtrack and epic gun play. Speaking about guns, they’re all amazing. From the regular pistol you start with to the powerful rail cannon. All of the weapons are upgrade-able with points you manage to earn by playing. Don’t even get me started on enemies. Really simple design, but very deadly, especially on hard difficulty. I’ve spent 44 minutes killing the final boss of the 1st chapter. If you finish the game, you can always finish challenges for every level and find secrets hidden in each level.
TLDR; I don’t regret buying the game, even though it’s in early access, it’s really impressive. I really recommend this game to everyone that likes FPS, especially DOOM-like games.
The mechanics behind this game just kept astounding me. The synergy between weapons, the depth of things like the coin, the shotgun’s pump charge, the movement - many game companies have me salty and dry these days, but UK keeps delivering. I’ve waited too long for Metroid Prime, Elden Ring, Ultrakill, Tribes, etc. - but Hakita keeps delivering.
And another mechanic is the ability to get a ‘P’ rank on levels, ‘Perfect’. And although it’s still ‘Under Construction’, there’s a door somewhere in the last levels that’ll open once you’ve earned ‘P’ on all available levels. Ain’t that somethin'…?
When I saw this game marketing itself as “Devil May Quake,” I was admittedly somewhat apprehensive at first. However, Hakita has proven to be one of those magical developers who truly understands on a fundamental level what makes such legendary titles so deeply loved.
Even in Early Access the weapon variety is top-notch, ensuring that by the end of your first playthrough you’ll be amped to dive right back in and burn through all the earlier levels with your new toys. Not only does the starting pistol avoid falling to the wayside as your arsenal expands, it remained one of my go-tos for one reason and one reason alone: one of its modes has you flip a coin into the air front of you, then shoot the coin midair to instantly ricochet it into the nearest enemy’s weakpoint. Stuff like that is exactly the kind of dumb fun that I adore in video games. And the pistol is simply the first step on your quest to annihilate; each weapon at least one alternate firing mode, effectively bringing your loadout of four up to a loadout of eight. And that’s not even counting punches.
It’s a good thing you have such a varied arsenal too, because you’ll be swapping across firearms several times per encounter if you want to keep up your style meter. Yes, this game has a Devil May Cry-type style meter to encourage all manner of experimentation in your murdering spree. Headshots, airshots, collaterals, parries, punching enemies in the nether regions, all of these and many more (which I’ll leave for you to uncover) will feed into your style meter; furthermore, every time you pull out a gun that’s been sitting in your inventory for the unbearable span of maybe 30 seconds, you’ll get a bonus style multiplier for keeping your assault fresh and varied. Of course, said meter is completely optional to engage with; you can beat the entire game without even sparing it a glance (though why you would neglect such a wonderful feature I can’t fathom).
I could go on and on, but I should probably start to wrap up. The enemy design is sufficiently varied in order to always keep you on your toes in an encounter, the levels are engaging both in visuals and gameplay (first zone could arguably be considered somewhat dry in comparison to its later counterparts. I respectfully disagree, but wouldn’t fault anyone for feeling that way), and the bosses are simply fantastic (particularly since this game has ). And the music, of course, is a treat for the ears, running the full gamut from speedybois rock to godly piano and everything in between while never feeling out of place.
Any complaints I could make (lack of significant difficulty choices, for instance) are ultimately moot as they’re very much the sort of thing that will clearly be addressed as this game continues development, but even as-is this is a product very much worth your attention if you have even a passing interest in shooters with a stylish flair and pulse-pounding gameplay. There’s even an honest-to-god demo if you still need to see in order to believe.
Coin flip gun doesn’t instakill bosses when you punch the coin, 0/10
This game is so good that I simply cant go back to playing Doom Eternal. When you play a game with such great movement tech, heart, soundtrack and mechanics kit, everything else seems like such a letdown.
I have bought this game 5 times. Once for myself and again for 4 friends, spending 100 dollars total to share this exciting project (and to have them practice playing games like this so that they dont stink at titanfall and unreal so much at the next LAN)
The Soundtrack uses Amen Breaks tastefully and mixes them in a way I can jam to without it sounding repetitive. The level design harkens back to old doom and quake, with the secrets being exciting level content in their own right. And finally, the arsenal is well balanced and every alt fire and weapon has a use, and every enemy can be defeated in a variety of ways that don’t just involve hosing them in lead [which is more than i can say for Doom Eternal’s mobs which tend to only have 1 or 2 meta solutions for dealing with them and horrible arsenal balancing when it comes to that.] Ultrakill’s arsenal is based on maximizing style and risk while Doom’s is based on minimizing risk and loosing style for it.
The more risky and hard to pull off a given combo is, the more rewarding it will be. Ultrakill encourages you to the max.
What’s that? You want to know about ULTRAKILL? Okay, then.
In a nutshell:
You’re a robot, designated ‘V1’.
You’re falling down a shaft, approaching Hell.
You’re trying to find a weapon. You already have an arm that you can punch things with, including projectiles, but that alone isn’t gonna cut it in Hell.
Mankind is dead. Oops.
Blood is fuel. Which is a problem, considering the aforementioned fact that mankind is dead. Who, or what, are you going to rip apart in order to shower yourself in fuel now? Well, as it turns out…
Hell is full. This is good. Hell being full means that Hell has a lot of things that are full of blood, which you need to survive.
That’s the information presented to you when you boot up the game for the first time. And frankly, it’s all the information you’ll need for the rest of your time with it.
Well, aside from the controls and everything V1 can do - including, but not limited to: jumping, dashing, sliding, ground-pounding, punching, and how to regain health. But the game also teaches you all you need to know about that in the first minute or so, so fear not.
(Note that I said ‘all you need to know’ and not ‘everything’. There’s a few things you can do that the game doesn’t tell you about that you have to figure out for yourself. Or you could just check the shop before every level for the ‘tip of the day’, that’s fine too.)
Once that’s done, you’ll arrive at a corridor. At the end of this corridor, there is a gun.
And that’s all I’m going to spoil. If you want to find out what happens next… well, there’s only one thing I can tell you.
Buy ULTRAKILL, pick up that gun, and find out for yourself.
TL;DR AT BOTTOM
This Quake and DOOM inspired shooter is the ultimate test for your arena shooter skills. Not only that, but the whole gameplay of both the guns, and movement is the best I’ve ever experienced. This game, of course, isn’t fully released yet and it shows possibly more maps, themes and weapon variants which I am excited to see what is coming based on the awesome guns already available.
Gameplay is simple, but it’s very hard to master. For ***** sake there is a variant of the revolver where you flip a coin and if you shoot the coin it’ll ricochet to what ever coins in the air first then critically hit any near enemies. Flame thrower enemies just explode to to a single coin, killing everything around them. (Easiest way to get ULTRAKILL combo; just hard to execute).
Every enemy is easily able to kill you if you stay still and if you’re too reckless you can easily kill yourself too :))) So how do you survive all this **** flung at you? You go berserk as **** like in DOOM: Etrernal. The only way to regain health is by the blood of your enemies. BLOOD IS FUEL… to you and you must bathe in it.
There is no reloading, only cooldowns for alt fires (for obvious balancing reasons) You have three wall jumps and at most 4 dashes, so be weary on your movement, and get creative in your rampage.
The music is ******* good, and fits well to the gameplay and theme. It’s metal AF with real good EDM mixed in some songs. Fair warning if you don’t like either genre, but if that’s the case you wouldn’t like the game anyways. ULTRAKILL’s difficulty can be soul crushingly hard as gods crush your frail metal body. The gameplay just might be so fast that it might be easy to get motion sick for some and can cause seizures.
This game gave me a sweet tender **** after taking me out to dinner at a fancy restaurant where it fingered my ******* in the bathroom. One of those nice bathrooms with an attendant who hands out towels and lube. But it was weird he was staring at us the whole time. I tipped him good tho. 11/10
plus - metal AF
plus - great music
plus - intuitive, creative and awesome gameplay
plus - inspired by retro and modern shooters (like Blood, Quake, Half-Life, DOOM(2016) and Eternal)
plus - very low requirements
plus - so much ******* style
plus - you can’t help but be cool ripping and tearing
plus - endless arena mode (can allow you to earn currency and is a fun way to rip and tear)
plus - EXPLOSIONS!!!!
plus - BLOOD IS FUEL
plus - HELL IS FULL
plus - HUMANITY IS DEAD
plus - +not finished, but what’s there is real ******* good
+there is a demo to try it
plus / minus - very fast gameplay (crack cocaine fast)
plus / minus - hard AF with no real ceiling
plus / minus - not sure if there are mods, but this game is perfect for mods!
minus - you’re worthless if you don’t get this
If you’re still not sure I recommend watching civvie’s take on this which also covers another game by the same developer “Gloomwood”. Unfortunately I haven’t tried yet. But the demo I will try
I’m a huge fan of Amid Evil and Dusk, so I was really excited to try this… but honestly, it’s not clicking for me at all. There are a few obvious problems that I honestly don’t get how other people aren’t commenting on them in reviews here. Here are a few:
EDIT: The developer responded to these concerns and made clear that the two big ones are going to be fixed in the future, which is great! I’ll definitely give it a try later on again.
First, the weapon variant you’re using resets when you switch your weapon. This wouldn’t be a big deal, except the default variant for the shotgun shoots an explosive shot that can hurt you. This means that I constantly found myself in situations where I would be using another variant, switch momentarily to my pistol, and then switch back… only to blow myself up because the variant I was using had reset for some bizarre reason and I was suddenly blasting an explosive where I thought I was using my close-up charge shot. It’s a really bad design decision to have variants reset at all, but it’s especially unforgivable when the situation where one variant is most useful (up close) is the situation where the variant it resets to is most dangerous.
Second, it’s extremely hard to tell what can and can’t be blocked and reflected in this game. I beat the prologue boss twice without ever figuring out if I could reflect his dash attack - there’s no consistent marker that means “you can block this,” and the timing on most blocks seems weird anyway. Why not have every blockable projectile or move be a particular color, something other games figured out decades ago?
Beyond that, it has a real rogue-like feel to the spaces - if you’re looking for the interconnected, open areas that make up Dusk or Amid Evil, this is much more like a series of time trials in cramped, nondescript locations that all blur together. It feels honestly procedurally generated, which sucks because I love the art style so much but just feel like it’s not being used here.
So yeah, I’m baffled really why this is getting the reception it’s getting. I’m glad people enjoy it, but be warned that it’s got some serious flaws that can kill your time with it really fast. Hope these things get ironed out by the time there’s a full release!
Although it’s early access, this wip of a shooter game is probably the greatest piece of media I’ve tried in my entire life. I suck at shooters, but I’ve always wanted to get into them. I feel that ULTRAKILL has made me feel a little better about my skills in these games, but I’m still gonna see myself as trash. However, the content in this game is very encouraging for someone like me.
I don’t wanna spoil anything about this game for those that haven’t tried it, but all I can say is that it feels like a modern take of classic shooters. I love everything about this game; it runs great on my mid-range gaming PC, it has graphics that fit the wonderful tone, and it has moments that strike not just my heart, but my mind also notices pieces here and there. Right now, weapons are batshid insane; a pistol that can charge, a shotgun I’ve accidentally use to pwn myself… They’re all great to mix and use. 1-3 and 2-3 are the only levels I have trouble with (in terms of going to things), but everything else outweighs how I feel about the game. The music is also perfect for someone like me (I won’t shut up about prog rock if you ask me about it). So far, it covers all kinds of weight and emotions (happy, sad, rage, light, heavy, dark, etc.).
I won’t give the game a 5 star or out of 10 rating cause it’s unfinished, but I have high hopes for this game. To anyone from New Blood, Hakita, or contributors to this game; you’ve satisfied me this year. In my struggling days, any free time I have has been used to feel pleased about this game. I might cry when it’s finally finished, and I might cry harder when I beat it. All of you, the fans, and the community are wonderful. Stay blood thirsty, everyone.
This is a game made by 2 people and when I saw the reviews, I was very surprised. I’ll start with the positives.
I tried the demo (thanks for the demo by the way) and it was a very fun shooter that feels like an old school shooter but you have stellar movement options and arsenal of weapons.
Seriously. You could focus on the Pistol and be a cowboy, raise hell with a Shotgun or just tear through with a Mini-gun. It’s great! And the arms also help with diversifying your play style.
And the bosses. The bosses are a great change of pace! You go from tearing through enemies to 1 person ******* you up and it’s great. Can’t wait for the harder difficulties!
But, there is 1 negative in my opinion. The endless mode. The endless mode is pretty fun, but I believe it could have more. Maybe some different landscapes besides just 1 group of self-reconstructing blocks. An Archipelago (group of islands) of some sort or 2 big towers would be nice. And maybe you could expand to multiplayer by using V2 as 2nd player? There just needs to be a little bit more, and I know that you’re working on more acts, but I’d appreciate a little bit more side content.
That’s all for the review. I really like what Hakita and Action have done with this game so far, and am going to stay tuned to more content. Thank you New Blood, and keep making great games! :)
This game… wow. Please have a look at this review, I can’t tell you how much this game as brought me so much entertainment.
I love this game so much. Its an awesome epic first person shooter that lets you take control of a Robot named V1 who enters Hell to find blood, the fuel that he must obtain to continue surviving. While SSStyling.
The game is a fast paced first person shooter, you got your weapons and your abilities. However the game greatly encourages you to use those weapons and abilities… with SSStyle. Yes, performing certain actions such as multikills, weapon swapping, air shots, parrying. Game grades you on how well you perform your kills and SSStyles. The more you SSStyle, the higher your SSStyle rank will be. Basically like Devil May Cry SSStyle ranking.
Finishing a level Grades you from E to P. It depends on the time it took for you to finish the level, how many enemies killed within the level and how hard you SSStyled on those enemies while giving you a bonus for not dying and not taking damage. So make an effort and SSStyle!
The game has a variety of weapons and melee with different modifications to help you SSStyle harder and increase your SSStyle rank. (More will be expanded after Early access.)
V1 has a lot of mobility, being able to wall jump up to three times, slide on the ground, being able to dash and ground slam to reach the ground faster and knock up enemies.
While you may feel like some overpowered killing machine, V1 is very fragile with even the weaker enemies being able to drain away his health. Blood is fuel! and a way to replenish health. Killing an enemy at close range will drench you with blood, sustaining you and being able to continue fighting.
Now lets talk about the enemies, the enemies are not forgiving. The moment you encounter them, they will attempt to mow you down the amount of firepower and strength. The enemies are quick, persistent and unforgiving. But by being brutal in numbers, they are just as fragile as you. Enemies can be easily killed by you and can actually do more damage to themselves and others due to the amount of weaknesses they have. You can slaughter them with your weapons, deflect attacks or send them flying to their deaths. There are tougher enemies that stand out from their weaker allies and will cause you problems, but with the amount of firepower you offer, they can be easily shutdown.
Bosses are really great to fight, the final bosses in Limbo, Lust and Gluttony were fun and challenging. They however aren’t complicated at all to take out, you basically have to drill them with heavy gunfire while avoiding attacks.
So the game boils down to you fighting demons and damned souls with the variety of weapons, mobility and keeping yourself sustained to continue SSStyling on enemies!
Game offers Cyber grind, an arena where you can shoot countless waves of enemies in exchange for points that will help you purchase more weapon modifications. There are also Secret levels that changes the whole gameplay to find some nice slice of lore. That’s a nice bonus.
New Blood are known for publishing great retro SSStyle games that in my personal opinion, are ignored to much.
So the game is designed after 90s shooters, but I have to compliment it. It looks much better then a 90s game. The enemies look good, the guns look good, the enviroment is superb. Seeing Blood rain from enemies is nothing short but splendid.
Graphics don’t need further explaining since the game isn’t designed to be gorgeous.
Sound and Music:
Guns sound great, blood splattering is perfect, the enemies screaming in terror as they fall to their deaths are hilarious.
Music is amazing. I bought the soundtrack from Bandcamp. The music sets the mood for the level and boss fights and is nothing short but thrilling. Listening the Meganeko - The Cyber Grind is such a banger! Trust me worth the money.
I asked Hakita (the creator) on the forums about how the lore will progress. He said there is lore but will be nothing more then optional background since a vast majority aren’t looking for a story.
However with the levels and secret levels, you can sorta make a summary.
So from what I have gathered about the lore,
you play as a robot named V1, V1 is a robot that runs on blood in order to keep operational. Robots wiped out humanity and with humanity extinct, there is only one way to obtain more blood. By traveling through Dante Inferno inspired Hell and killing the demons and damned souls residing down there. After all Hell is full.
I do have personal thoughts about the story and lore, however due to the lack of it in the Prelude and Act 1, you’ll have to sit and wait.
The game is a rare gem I have stumbled upon. Tons of replayability, a simple yet original game and oddly intriguing. This SSStylish game should not be ignored and should be purchased in order to follow this game through its Early Access phase. The game so far only has 15 levels and 2 secret levels but with replayability, I doubt you will be bored, especially with Cyber Grind. The games price will only increase nearing its release so buy it early to support the Devs.
Because I can confirm.
Was worth it.
Buy it now. You won’t be disappointed.
PS: Hakita bro, pls accept my friend request. I’m a huge fan of your game ;(
Pliny The Welder
I now consider Ultrakill to be one of the very finest FPS games ever designed. It’s that good. AbsoLutely innovative movement system combined with perfectly balanced weapons and enemies and a combat/movement system that takes Doom Eternal and speeds it up even more. Getting P ratings on every level in both available difficulty settings is extremely fun and produces a level of mastery thats extremely rare in modern shooters. With a AA budget this would be a game that sold millions of copies. It’s one of the very finest games of the last several years and among the 2 or 3 best shooters mechanically…ever. It’s that good.
It’s rare to find an Amid Evil or Dusk. Its far more common to get a Hellbound.
I’m a fan of FPS games and buy most that release. As we all know a huge amount of these 90s throwback type shooters have released in the last few year and while most get the aesthetic right most also either deliver less content than one would want or lack polish and innovation in the game or combat design.
So when I bought Ultrakill I was expecting Hellbound. A perfectly fine little romp that I’d play for a few hours to get my shooter fix and forget about. But, much to my surprise, ULTRAKILL is a superb shooter that relies on clever level design, balanced enemies, well designed bosses, solid gun and shooting mechanics and deep movement mechanics to deliver an indie shooter as good as Dusk, Amid Evil and the very best of the retro FPS genre. From the very first room the pace, freedom and flow of the movement and combat will have you hooked.
This is more than a good indie retro shooter. This is a fantastically well designed and developed game. Period. A game that deserves sales and praise for everything it does well. The most pleasant surprise I’ve had on steam in over a year. If you’re wavering because the price seems high for the genre this game is well worth the ask. Top notch stuff here and hopefully the start of a long run of games because what’s here is so good it’s surprising.
Ultrakill wears its inspirations on its sleeve like no one’s business, and it pulls it off flawlessly. I originally discovered the game when a friend told me to go to DevilMayQuake.com, and it redirected to the Steam store page. And DevilMayQuake is the best way to describe this game. It takes the character action framework of Devil May Cry, the dynamic, reactive music, the style system, the combos and flair, and implants it directly into an FPS framework that is so close to being Quake that I can’t decide if I prefer the movement of Quake to this.
The gameplay is about as slick as it could be, Surprisingly. This game has so much extra stuff worked into the baseline of Quake, yet it feels every bit as natural and smooth as Quake ever did. After a short time where you get used to the extra mechanics, the wall climbing, jumping, sliding, dashing, swapping weapons for extra points, etc, you’ll be going ballistic. If this game was third-person I expect it would look every bit as amazing as high-end DMC combo gameplay does, maybe even better.
The weapons all feel amazing, too. You have this absolute cannon of a revolver as a baseline, a shotgun with such a satisfying sound that I’ve contemplated making it my text tone, a true successor to the Super Nailgun of Quake, and a railgun that’s pretty much a BFG. And each of these has at least 2 alternate fire modes, and likely different variants of each weapon planned, too. There’s such a wealth of content in the weaponry department already and there are only one act and the prelude done at the time of writing this.
The visuals here aren’t so different from what we’ve been seeing a lot recently with these throwback shooters. What sets this game apart is its strong inspiration from the PSX of all things. With all settings off, it looks low poly with a generous colour palette, but you can dive into the settings and start making it look more pixelated via downscaling, but there’s also texture warp and vertex warp settings that are a joy to fiddle with, and you can even make the colours get all bit-crunched down to size with the colour compression settings. I don’t think it’s too far out of the realm of reality to say that you could get this looking like a 1:1 clone of PSX Quake with enough fiddling in the settings.
Outside of that, we’ve got the general aesthetic of ULTRAKILL, which is shockingly diverse seeing as I can’t recall a point in the entire game so far where you’re actually ‘outside’. There are medieval castles of multiple kinds with the accompanying poorly lit conditions, there are false outdoors segments where everything is a screen projecting the sky, there are more modern looking streets and buildings, a subway, and the inside of a giant, where the entire last part of act 1 takes place.
The use of colour is also nothing to scoff at, this game isn’t dull at all, and it’s not shy of using every colour that suits the setting they’re going for (not like it matters, it’ll all be red by the time you’re done gibbing everything in the nearby area).
If there was ever going to be a shortlist or segment, it’d be here. Through the 11 hours I’ve played at the time of writing this Early Access review, I’ve encountered a total of 0 bugs and 0 balance issues. This game is absolutely in working order and polished to an absolute sheen that not even the best games of the genre in Early Access can keep up with.
This is the gold standard for what Early Access could, and should, be.
I’m excited for what’s to come, and so should you. This game is only one-third of the way done and yet there’s so much content here that it’ll take you a hot minute to get through, and the combat is so fast, frenetic, and adrenaline-fueled, that it should keep you hooked. Everything about ULTRAKILL is great so far, and I can’t wait to revisit it when Act 2 drops.
Final Score: 8/10
Note: Final score and review are only valid until the next content update, everything should be taken with a grain of salt once new content drops, and until the review is updated to reflect changes in the game.
dang this game slaps, this is one of the only games I went back and 100% completed. I have a perfect on every level and did every challenge, and I’m now trying to beat the developer’s best run of all time in endless, all on the hardest difficulty.
The movement is without a doubt the best in any FPS game I have ever played, it is extremely skill based (there is no double jump) and incredibly rewarding to master. There are loads of tiny movement tricks you can do to go so much faster than you think, such as jumping instantly after sliding to maintain momentum, ground slamming into a bounce pad to get shot ridiculously high into the air, rocket jumping with the pump shot mod, etc.
Getting perfect runs of levels seems impossible at first, since it’s really hard to keep your combos up + survive in early game, but once you get the hang of the movement and the game gives you all the guns you can fly through levels getting perfects without even trying. There were only one or two challenges in the entire game where I had to grind the same level a couple times to get the perfect rank, mostly bosses and that one level in lust where you have to speedrun the level in under a minute.
The game also has really good checkpoints, so if you’re having trouble you can at least die with the knowledge that you won’t have to do massive chunks of the level you’ve already mastered over and over again. Music is fantastic, visuals are not quite as good as other new blood games (DUSK + maximum action are both a bit prettier) but still good, level design is great, you rarely get lost but there’s also room to explore and find secrets. (Except that one level in lust where you break the electric boxes, I got lost there for a bit on my first playthrough but not to the point of it being annoying)
Beware that this game is very difficult and often doesn’t give any way to skip stuff ala the BFG/crucible in doom eternal. There is also currently no “easy” or “very easy” difficulties yet, but they will be added in the future. If you’re new to shooters and are worried you might get stuck on a boss or something, maybe wait until easy/very easy difficulties are released and then re-consider buying the game.
Also if you’re expecting this game to be a boomer shooter ala doom 2/dusk it’s not. There is no ammo management and you can’t just win fights by circle strafing, you have to dash and be extremely mobile and take advantage of verticality. Good aim is also much more important, enemies have specific spots like headshots and ammo pouches which when shot explode. The game is more similar to doom eternal or titanfall than it is to blood, doom 2, etc.
All in all I think ultrakill is a fantastic game and I would recommend it to anyone who loves balls-to-the-walls movement shooters.
This game is utterly fantastic. A lot of meme reviews of this game will call it “doom eternal on a budget” but this fails to grasp the true nature of the game. The developer’s own “devil may quake” is more accurate, as ULTRAKILL combines the pace of the lightning fast arena shooter genre with the style system of a Devil May Cry, but even this description misses the expanded movement mechanics and unique health system that make ULTRAKILL a one-of-a-kind bouquet of violence.
One aspect of ULTRAKILL that I think improves on arena shooters is the implementation of fast movement. While strafe jumping is satisfying, there is something undeniably “exploitish” about your main mode of mobility being hopping forward while facing sideways. ULTRAKILL removes this and instead implements a sliding-sprint, three dashes with invulnerability, wall jumps, and a ground pound to accentuate the fast walking speed of V1, the protagonist. This level of movement is pretty unprecedented in the FPS genre, and it turns V1 into a ballerina of death, flipping off of walls and jumping high above their opponents while dismembering them a variety of weapons. And the weapon variety is quite decent, with the relatively sparse 4 weapons currently available being augmented by multiple unique alternate fires for each weapon, which in the final game will be 4 alternates for each weapon. This arsenal, combined with the ability to punch and parry melee attacks and projectiles (including your own shotgun shells) gives V1 more than enough options to spice up combat puzzles.
ULTRAKILL is no slouch when it comes to combat puzzles either. The enemy types start standard, with your basic “run at you” enemy combined with slow fireball throwers, but this quickly escalates to flamethrower-toting robots and animated statues hurling explosive orbs at breakneck speeds. What really defines ULTRAKILL’s combat, however, is the unique health system. The only way to heal in ULTRAKILL is to BATHE IN THE BLOOD OF YOUR ENEMIES. Literally. Entering into blood particles at close range is the only way to heal. This means sometimes you will simply take a hit in order to close the gap and get a shotgun blast-based health potion, and this really makes the way you approach combat different in ULTRAKILL than any other shooters. While you might be worried that this system could lead to just “face-tanking” damage and healing it back with your high lifesteal, taking multiple hits in succession causes a temporary debuff to your max HP, meaning that you’ll have to avoid damage for several seconds before being able to heal back to full. In fact, ULTRAKILL is a meaty challenge due to the high damage dealt by all enemies and the strong tracking of all projectiles forcing you to stay on the move while also killing efficiently.
The only thing approaching criticism I can make about ULTRAKILL is that if you only care about games as a narrative-rich interactive experience, ULTRAKILL is not for you. While the narrative story itself is quite thin, I will say that the world ULTRAKILL evokes is actually quite interesting. During ULTRAKILL, you play as a combat robot run on blood. As it turns out, humanity has been wiped out (presumably by the vampiric killing machines they created), and now your quest for blood has taken you into hell to get more. Hell, in this case, is a fascinating interpretation of dante’s inferno, with clever variations on each of the layers: limbo is an eternal false garden complete with piped-in music, whereas gluttony takes place entirely within the stomach of an enormous beast. The variation in color palette and level design you see as you descend through the various layers of the inferno is enough to keep you enthralled throughout the campaign and leave you wanting more.
Overall, ULTRAKILL is worth it for the core combat alone, with the unique visual style, well constructed levels, and interesting world serving as the cherries on top of a blood-soaked cake. So what are you waiting for?
ULTRAKILL is made of the DNA of many other titles, both in mechanics and inspirations, coalescing into a refreshing one-of-a-kind experience that must be played for anyone with even a passing interest in score-based character action games like Bayonetta, Devil May Cry, or Metal Gear Rising, or First Person Shooters like Quake, DUSK, or DOOM Eternal.
BLOOD IS FUEL the game says, as it asks you to get close to destroy the denizens of hell like in DOOM Eternal. Your health is refilled by dealing damage while close to an enemy, giving the shotgun a powerful feeling as you constantly top off your health while at the same time blowing enemies to chunks. There’s more tools for bloodletting than your shotgun though. There’s a revolver that charges for a big blast, a nailgun with magnets to manipulate your projectiles, and a railgun that violently explodes anything you point it at, and anything unfortunate enough to be standing behind it.
But sometimes the best way to heal is to not get hit at all, and a dash with three charges, a super fast recharge time, and i-Frames allow you to swiftly dodge anything that may be thrown your way, provided you have the reflexes or timings down. Mobility is yet another incredibly powerful tool in the player’s toolbox, with long jumps, infinite sliding, wall jumps, ground pounds, and even a Mario Odyssey-esque Ground Pound Jump that lifts you to even greater heights.
Each level has scoring, time trials, secrets, and challenges keep you coming back for more and more as you find SSStylish new ways to kill with a multitude of interesting and unique weapons (With even more on the way, this is Early Access after all). And, even if you’re afraid to jump right in, the game offers 2 separate difficulty modes, with a wide variety of player friendly assists to aid you in your quest for BLOOD.
Finally, once you’ve had your fun with the first act of ULTRAKILL in Early Access, step into the Cybergrind, an endless mode that starts off simple for the first few waves, before quickly battering you with wave after wave of enemies in ascending difficulty.
This game, even in it’s early access state as of the writing of this review, is absolutely amazing. I’ve loved every moment I’ve played it, and I keep coming back for more just to try out new things or to beat my personal bests in the Cybergrind. I cannot recommend it more. I truly love this game. Please, try it!
This game is what would happen if you combined Devil May Cry, Bayonetta, and DOOM. It’s gameplay is fast and yet the amount of control you have over your character (V1) is superb. Jumping, dashing, sliding, wall-jumping, the moveset you have for this character is incredible.Not only that but I am just continually being surprised by not only the weapons/weapon variants but also how they can interact with the enemies.Yet, like pretty much all NEW BLOOD games the thing that has impressed me the most is just how surprising and fresh the game feels. There is a moment after beating the second Boss, where you’re progressing to the next set of stages. The way the setting and atmosphere builds to the leap up to the Bridgeburner stage was probably one of the top 10 things in a video game I’ve experienced recently. It was just perfect.Highly recommend, 10/10, Dave didn’t pay me for this.
A lizard occupied with salvage
So, now that I’m not sleep deprived, shaking from the adrenalin rush this game gave me, and just generally in a more coherent state of mind that isn’t “NIIIIIICE” or “OH YEAAAAAAAAAAH” from pulling off absolutely insane **** with the Marksman Coin, I give you my “Review” of ULTRAKILL, a collection of rambles.
The Disclaimer is that I was gifted this game by a friend.
First things first: It’s kinda like if you took a really fast paced shooter, and merged it with some aspects of DMC rank stuff. You get points for killing things, you get more points for killing things in style.
Swapping guns gives you more points for short periods of time, swapping alt fires gives the same bonus. Keep it fresh to earn more points. Want even more points? Don’t touch the floor. OR slide. You get score multipliers for both.
All the guns are really. *******. Good. The starting pistol is nothing to laugh at. Hitscan, fast, accurate, and deadly. Pierce shot does good damage, its marksman coin is good for hitting odd angles or hitting weakspots you can’t get to. Good for showing off, too.
Shotgun? Good **** too. It’s pellets punch through fodder enemies, its alt fire is a “Grenade”. The other alt fire is a pump that stores additional shots (3 at max, store 4 or more and you explode). That lowers accuracy, but boosts damage. Want a big enemy dead? And it’s charging up a powerful attack? Hit it when you hear the ping at point blank, and it’ll likely ******* explode.
The Nailgun? fantastic gun. Really good DPS, not 100% accurate, shoots real fast. It’s not accurate and has travel time, but that’s what its alt fire is for. It fires magnets that pull nails into vortexes. Multiple attractors will cause nails to be pulled between them. The other alt fire is a SUPER fast fire mode that cools the gun down but expends a “heatsink”. By super fast I mean “It literally fires a cloud of super heated nails that sets things on fire."
Then you have the 4th gun, that I won’t spoil, but it’s real good. Long cool downs, but hits hard and comes with 3 different fire modes for extra utility. It’s good.
Enemies and level design? All good, too. I can’t really say this game is ********, because it isn’t. None of the enemies feel like ********, just that if I die to them I did something wrong. Which is good. This game is good, did I mention that?
Did I mention that you’re also like, really fast? You can wall jump, slide down walls, slide on the floor at super high speeds, dash while sliding then jump to ******* launch yourself? You can dash which turns you invulnerable, you can slam to toss enemies into the air or squish them if you land on them.
You have a hell of an arsenal from just 4 guns. It’s how you use them and how you approach situations that truly lets this game’s weapons shine.
I should say this game is fast, and fairly punishing. Health recover is plentiful, so as long as you keep your cool head on your shoulders you can turn situations around easily. Be aggressive, but be careful. Know when to get close.
This game also has accessibility options, which is always lovely to see. Anything from a simple modification to slowing the game down or just turning down the difficulty. It’s nice. I love seeing accessibility in games.
Oh yeah, and the soundtrack is fantastic too. If you can, check out the demo of this game. See if you like it, if you do, pick up ULTRAKILL when you can.
Right now, the game is in EA (early access), and there’s only 1 episode as of now with The Cybergrind (arena mode that lets you grind for points or just shoot **** for awhile). I’d highly recommend ULTRAKILL, surprising since I haven’t logged that much time on it, but it’s honestly worth checking out.
EDIT: I forgot something. I feel like this game can be very atmospheric when it wants to be, and often is, but I forgot to mention that. I don’t want to talk to much about it, as i feel like it’d reveal too much, but it’s very good.
Also.. there’s a little “Super Secret” of sorts. Lets just say it gives you an.. interesting alternate item that’s really good, but a trade off. That’s all I’ll say, and happy hunting :3
If it isn’t your thing, that’s understandable. But it is a very ******* good game
DOOM Eternal isn’t the best shooter of the year. ULTRAKILL is. Now, if you’ll put down those torches and pitchforks, I’ll tell you why I feel that way.
First of all, I’m not saying DOOM Eternal was a bad game. Quite the opposite, actually, DOOM Eternal was excellent. Damn near perfect. If ULTRAKILL is the best shooter of the year, DOOM Eternal takes that second spot without question. However, DOOM Eternal wasn’t perfect. Some of the level design was a little confusing here and there, and so was the platforming. The dash function felt a little shoehorned in but it did find plenty of use, so I guess it’s a non-issue. Marauders broke the flow of combat. Really badly. Also, the final boss felt a little cheap, and when I came back to the game a while after completing it on normal to beat it on hard, the aiming felt floaty.
ULTRAKILL’s level design can also be a little confusing here and there, but considering most of the maps are collections of rooms, it’s not that bad. The dash function in ULTRAKILL is put to much greater use. In DOOM, you could dodge most attacks by circlestrafing. Not in ULTRAKILL. You get three dashes instead of two, they come back faster, and you’re expected to use them a lot more often. ULTRAKILL might only have 5 weapons, (pistol, shotgun, nailgun, railgun, and your fist) but each weapon has 2 alt-fire modes in the current game version and will have 4 once the game’s completed.
ULTRAKILL feels tighter controls-wise and mechanically. Movement is quick and precise, (just like DOOM) but the aiming is spot-on. Air control is a little difficult at first but you’ll get the hang of it. Speaking of things you’ll get the hang of, parrying enemy attacks and projectiles is a thing in this game. You parry them with your FIST, literally punching fireballs, bullets, and drones back at your foes. The final boss in the current version of the game, Gabriel, can be trivialized by constant and precise use of the parry function.
There’s a reason as to why this game’s known as Devil May Quake. Apart from having graphics stylized to look about twenty years old, the game keeps score as you play through levels and liquidize your opponents. It works just how you’d think it does. Varied weapon choice, skillful headshots and airshots, multikills, parries, you get the deal. A healthy combination of variety and skill will have you racking up insane amounts of points in no time, and sliding (yes there’s a slide) or being in mid-air can net you a x3 multiplier.
Combine that with incredibly intense, fast-paced gameplay, and a great soundtrack, and you’ve got another excellent shooter published by New Blood. These guys have been on a hot streak with the games as of late, haven’t they?
1000% worth anyone’s time who loves DOOM-esque shooters. The simple graphics look neat and let you easily focus on gameplay alone. Despite the comparison, ULTRAKILL is way faster paced than DOOM, with a suite of guns and movement abilities that are fun to string together into huge combos.
I’m not a speedrunner or completionist in most games but I found myself replaying levels if I didn’t get a collective A or S rank in them. The combo counter and movement abilities make it super fun to go for high ranks in all categories.
In this category my only complaint would be that you sometimes have to seek out hidden enemies to get a decent grade for the ‘number of enemies killed’ rank which counts towards your total rank on each level, which is kinda frustrating to do when you’ve already gotten deep into a good fast run of a level and killed every enemy along the beaten path. Sometimes it’s hard to tell if the game wants you to explore or speedrun through. Not a real issue, just a nitpick.
My only actual complaint is that, while I enjoyed them all regardless, the bosses pretty much come down to running in close with the shotgun to replenish health, and running far away to spray their health down with the minigun. Sure, you could do them in other ways and I ended up using the coin-toss pistol (which is absolutely sick by the way) for a couple of them, but the minigun is hands down most effective and doesn’t really have much of a downside or provide any incentive to switch weapons against bosses (besides a small score bonus you get for the first few seconds of having a new weapon out after swapping).
Didn’t mean to focus on the negatives, all in all they’re super minor and I genuinely think this game deserves an overall 10/10, I LOVE it and can’t wait for more levels to be added.
10/10 buy it.
This game is pretty much all I ever wanted and never realised.
I had played the demo and I thought it was solid, but after completing Act I from the early access version I was blown away by how amazing the game truly is. It was a blast streaming the game to my friends on Discord, pretty much being surprised at every level after the prologue. It took me 111 retries to defeat V2 and I felt like a god after beating him. The game has amazing set pieces and flow, the first secret level caught me by surprise.
Ultrakill is a serious 90s-Early 2000s injection and is everything I love. Fast paced, fun, outstading sound design and soundtrack. PS1 styled graphics complete the package really reminding me of games I used to play like Omega Boost and the Quake 2 port.
Keep it up Hakita and everyone else involved on Ultrakill, this game really is special.
High recommendations to this game. I wasn’t too sure of it’s depth and style when I first played it, but after completing the demo it was an instant buy after I saw where it was going. Rewarding regardless of the way you play, if it’s balls to the walls combo streaking or just strolling through the campaign blastin' baddies, this game has a lot to give to fans of the genre.
From 90’s inspired Quake aesthetics to modern era arcade gun mechanics, it combines the best features. Plenty of secrets to find and explore, hidden levels, puzzles, and a whole lot of kicking ass with sliding, wall jumping, and punching **** in the face.
Even in its current state, ULTRAKILL has a lot of love to give and a definite challenge to be had. New Blood Interactive is showing that it knows how to pick their titles to publish, and this is one of them.