Reviews from

in the past


Not good on keyboard + mouse, lots of visual noise on the screen makes it hard to see how your character is facing and what your aiming at. this would have been benefited from a crosshair on pc. devs said they were planning to implement one but never did. Seems this was made for controller in mind and kb/m secondary. Great twinstick shooter from what I read from arcade enthusiasts, I just can't rate it high because of the listed issue.

the MOST videogame ass videogame

arcade bliss

My favorite game by Housemarque by far. Fast-paced gameplay accompained by an OST with hard and straightforward beats to keep you focused, and colorful visuals. Nex Machina is an arcade game that is a joy to master.

You will be constantly hit by waves of enemies, all of which fill the screen in colorful explotions when they are defeated. There are lasers to dodge and walls of projectiles to avoid. However, the game never feels visually too chaotic.

I completed a 1CC run and a full Veteran Run, which were really fun to do, but moved away after beating the first area on Master difficulty.

Beat the arcade in the easiest difficulty level. I'm not that good at bullet hells, so it may stay there, or I may return to it later down the road. I do really like how it plays though.

If I ever do speed, I hope my life becomes something like this game


It's fine and fun for what it is. Visually not trying too hard, mostly relying on some organic laserfuturistic aesthetic, mirrored by the synthwave soundtrack. And oh well, bullet hell is fun!

An immidiately engaging shooter. Each stage provides a host of tempting side objectives that you will attempt the better you get. Many dislike the visual style but the voxel destruction is something that personally appeals to me and provides satisfying feedback to wiping out groups of enemies. Dying makes power ups drop which creates a tense scramble to regain your tools yet isn't as punishing as starting from scratch.
Further mastery opens up more and more of the game. Currently reached a 1cc of experienced mode (got bodied by the last boss).
The soundtrack is appropriately addrenaline fueled.
My only real issue is how alternative weapons are made available, a quicker skill based way of choosing a weapon would be preferrable to potentially waiting for the "right" weapon to appear. Perhaps they could all appear in a wheel selection and you have to dash and or shoot the one you want. I understand level space is at a premium so this solution could be difficult to implement, i'm just spit balling.
That being said each weapon (even the sword which seems to be fairly lacking compared to the others) has it's own pros/cons so even if you mainly stick to one, trying out another will present a potentially different playstyle.
Already one of my all time favourites.

One of Housemarque's best games for sure. This is a good showcase of what they're capable of and how cool it can look. It's flashy, responsive, and addicting. All the qualities of a solid arcade action shooter.

A supreme victory! Housemarque and twin-stick shooter genre pioneer Eugene Jarvis team up to create what might very well be the best twin-stick shooter to date.

One of Nex Machina’s strongest points is the immense variety in its room/enemy design. Rooms are not mere square boxes á la Robotron 2048, they can take on all kinds of shapes and paths of progression. This can range from winding linear stretches to ring formations, to dense rooms populated with (in)destructible geometry, to half-circles with enemies in the middle, to certain platforms being locked off until you destroy specific enemies, to the standard squares where enemies spawn all around you, to even a chase sequence where you’re being chased by a massive rolling boulder.

The variety in enemy design is just as amazing. Enemies can impede you directly or indirectly, by directly chasing/aiming towards you, aimlessly moving around the stage/covering the stage with bullets or lasers in a straight line or a sweep, and/or spawn bullets/enemies around them on death or kamikaze towards you. All archetypes can come in high-HP variants which demand more commitment to dispatch than others. Some turrets are invincible, which means that at times you just have to deal a sweeping laser across the entire stage. Then there’s all the enemy types related to scoring, which requires its own separate section to explain. Nex Machina makes all these enemies work by staggering enemy spawns behind intervals or certain triggers, while also pre-spawning in several enemies. This way the player has the breathing room to take in their surroundings and form a plan of action, but it also allows Nex Machina to recontextualize the same areas by simply spawning certain waves of enemies in certain positions.

While there might have been room for more complex stage hazards or enemies, one should consider that Nex Machina’s non-stop arcade pacing and “easy to pick-up” nature wouldn’t work as well with gameplay elements that aren’t immediately understandable. All new elements that Nex Machina does introduce rarely deviate from the basic “shoot everything to move on to the next area” setup. Sometimes your progress in an area is locked until you destroy a new enemy type (so you can get a better look at what it does), or they’re introduced gradually alongside previous elements in areas that lower the intensity a bit. Either way, both approaches allow beginning players to properly get eased into the systems, while returning players can simply speedrun through and remain engaged because of the scoring system.

Nex Machina’s core and stand-out mechanic has to be its dashing. These grant total invincibility, can be chained up to three times, let you shoot while dashing, and have a (relatively) noticeable recharge time once fully depleted. On this own this isn’t a terribly interesting system, but what makes it stand out is the Dash Explosion. Namely, each dash generates a small lasting explosion that can instagib any non-boss enemy and cancel any nearby projectiles. Enemies that will otherwise take a massive beating before going down can be deleted in a second if you simply dash into them. This is especially useful against enemies that spawn smaller enemies on death, since the lasting property of the explosion means that all its offspring and revenge bullets will also be immediately deleted. And even against bosses it remains useful by being able to dash in and out of bosses for extra damage. So dashing in Nex Machina has not just a defensive, but an offensive usage as well. Playing aggressive means phasing through bullets and enemies while one-shotting high-HP targets, and then getting out to safety as you spend your last dash charge.

While triple dashes + dash explosions make dashing immensely powerful, it remains balanced because of how crowded the stages can get with enemies, bullets, and lasers. The small AoE of the explosions means that dash explosions cannot reliably clear out entire crowds of popcorn enemies, and thus shouldn’t be used for that purpose. In larger rooms there can be a significant amount of distance between you and a high-priority target with bullets/enemies between, so spending several dashes just to gib that enemy can leave you in a terrible position with no leftover dashes and no hope of survival. Sweeping/aimed lasers, expanding energy circles, and dense bullet vomit regularly force you to dash at the right angles and moments, so you cannot always mindlessly spend all your dashes on offense. What’s more, in the later stages Nex Machina throws another curveball by having certain enemies fire distorted lasers, which cannot be dashed through at all! All these combined makes dashing a versatile yet situational tool that can be used creatively but must be used intelligently.

What makes Nex Machina really gel even across many replays is its highly optimizable scoring system. Each area not only keeps you occupied with a legion of baddies to shoot, but multiple layers of scoring objectives. The main one is ‘human chaining’, where you get more points the more humans you chain (a bonus which maxes out when having chained 20 humans). Here it’s not about grabbing all humans as fast as possible, but rather spacing out the rate at which you grab them so that your chain meter won’t go empty before you clear the area. This is then complicated by tankier enemy types that will try to capture your humans if left unattended for too long, making you prioritize either taking down those enemies or simply grabbing the humans right before they’re captured. The second major part of the scoring system is the multiplier, which multiplies the score you get from everything (Including humans) and is raised by killing enemies or finding multiplier tokens. Because the multiplier is global, you want to prioritize raising it and picking-up multiplier tokens where possible before picking up humans, which can be tricky given that your human chain meter depletes within six seconds. Some areas even come with pre-placed multiplier tokens (extra life spawns turn into multiplier tokens if you have the max. amount of extra lives, and some areas have ‘multiplier blocks’ which drop a token but can only be opened using a subweapon) which score-hungry players can risk prioritizing over all else. What’s more, each area gives you a Level End Dash bonus if you dash right before you get teleported to the next area. On its own, this may seem like a nifty and easy QTE to get some bonus points, but when you consider the context of trying to get the multiplier tokens and humans at the last possible second, where you are often dashing towards the last human before time runs out, cleanly clearing areas with a level end dash suddenly becomes a whole lot more complicated!

And then there’s all the secondary scoring objectives! Beacons are scoring targets placed near the edges of the screen, whose high base point value makes you want to delay destroying them as late as possible when your multiplier has been raised as much as possible. Visitors appear in the middle section of fights to move through the stage in a set path and drop a multiplier token when all of them are destroyed. Secret exits are hidden in some areas that require you to commit to shooting them either up close or with your subweapon, and upon being triggered will send you to a secret bonus area after clearing the current one. Disruptors are passive enemies that will try to run away from you of which only 4-5 can spawn per world and one per area, but the areas in which they spawn are randomly picked, with the intent to (as their name suggests) disrupt your precious route by introducing more chaos to the mix. Areas can also feature secret humans, which refill your chain meter by ~8 seconds rather than the standard 6, thus enabling more flexible chaining opportunities where you can grab the secret human first to get as many multiplier tokens as possible before the chain depletes or leaving the secret human for the last so you can enter the next stage with an overcharged human chain meter. You also receive a time clear bonus at the end of each world, so not only do you want to do all the above, but you also want to do it as fast as possible. And as for the micro-est of optimizations, destroying background objects also gives you tick points, so yet on top of all this again you want to cause as much background destruction as possible.

The result of all the above, combined with the existing legions of baddies coming at every direction, is gameplay where you are making a ludicrous number of micro-decisions per second. At any time and place there are multiple scoring objectives at different edges of the screen begging for your attention and enemies from every angle begging for your death. High-priority enemies that fill the screen with bullets are combined with high-priority enemies stealing your humans are combined with high-priority Disruptors/Invaders that are only on-screen for a limited amount of time are combined with secondary scoring targets that should be destroyed before the stage ends are combined with enemies that spawn revenge bullets/extra enemies on death are combined with an ever-depleting human chain meter that’s seconds short of running out. Replays of Nex Machina remain engaging because of just how intense and demanding it is, with almost no downtime to speak of. It’s pure and utter arcade.

What’s often the case with arcade games like these is that the spur-of-the-moment decision making they encourage eventually devolves into rote memorization as players try to beat 20-50 minutes of non-stop carnage more consistently, but Nex Machina remains chaotic to the point where improvisation is a more valuable skill to have. The way it accomplishes this is by combining highly volatile mechanics (i.e. mechanics where increasingly smaller differences in input create increasingly different outcomes) with minor (pseudo-)RNG-driven impulses in order to force a deviation in inputs, and so create unpredictability--or chaos for short.

Something similar was done in Ms. Pac-Man. While the original Pac-Man had a lot of volatility due to the way the ghosts would react to the slightest difference in movement, it was also 100% consistent, and the Ms. Pac-Man developers noticed how high-level Pac-Man play would revolve around executing the same ‘perfect’ route, thus largely doing away with the improvisation factor what drew most people in at lower and medium levels of play. To counteract this in Ms. Pac-Man, they had the ghosts move towards a random corner in the scatter phase at the start of each round, before resuming their standard non-random AI routines. This way, the player couldn’t solely rely on preset routes to survive but had to read and predict ghost behavior on the fly. It’s RNG, but it’s so minor that it’s only noticeable at higher levels of play. The minor RNG in Nex Machina serves the same purpose: making improvisation still relevant on higher levels of play, but without introducing too much inconsistency at any level of play. Of course, memorizing a strategy or a route still plays a large part when chasing high scores in Nex Machina, but it’s not all memorization, and that’s what helps keep it feeling fresh.

Nex Machina has volatility in spades. Because hordes of enemies and bullets moving towards you is a near-constant factor, the slightest deviation in inputs easily spirals out into unpredictable situations. The inaccurate nature of the twin-stick control scheme means that aiming or moving in the exact same directions each run is hard to consistently reproduce. The presence of long-term systems like the human chain meter and item bar means that micro-differences in input have future micro-consequences: entering an area with 25% chain meter left instead of 50% affects how long you can afford to delay grabbing humans or how much of a priority they are, which in turn affects future decisions and decisions after that. The item bar being filled by destroying enemies means that because of the massive and dense waves of enemies, you can only roughly predict where exactly an item will drop. Forgoing to kill optional enemies in turn makes it harder to memorize when said items might drop. Enemies that spawn bullets or smaller enemies on death add even more stuff on screen that makes things harder to control. On Master difficulty enemies will on death shoot revenge bullets towards you, thus making small deviation spiral out even more noticeably (in addition to enemy types that do on-death attacks on any difficulty), and both the player and the enemy move faster, increasing the pressure and making it more likely to make imperfect inputs. On Hero difficulty you must deal with even faster/denser revenge bullets and every power-up drop spawning an expanding laser circle, whose positions you can also only roughly predict.

Then there’s the little pockets of RNG. Some enemies move in random directions or have a slightly randomly offset spawn position, which combined with the way item drops work makes their spawns even harder to predict in advance. Humans don’t completely stand still but instead randomly and slowly roam about their spawn point, which then affects where human stealer-type enemies will go and which human they will prioritize, on top of you having to adjust your human chaining routes. Some enemy types begin bouncing or shooting in random directions or orientations on spawn. The most notable example of RNG are the Disruptors, whose placement and appearance are certainly randomly picked out of a handful of preset solutions.

What then prevents Nex Machina from feeling like uncontrollable chaotic nonsense is that the player has the tools to deal with everything consistently, and that Nex Machina does not demand absolute precision. The most notable example of this is how often Shield pick-ups are dropped (provided the player has all other item upgrades), which means that small one-off mistakes do not result in immediate death spirals. Similarly, the game is quite lenient with extra lives, which are completely divorced from scoring and can be found in secret spots, of which there are about 2-3 in each world. The human chain meter is also quite lenient in how fast it depletes (especially when compared to other chaining systems like those in the Dodonpachi series). Each area is designed to always have a close-by human near each starting point that you can always reach in time, provided you nail the level end dash of the previous area (which replenishes a bit of human chain meter when nailed). The triple dash gives you a lenient amount of i-frames to dash through bullets and enemies with, and recharges relatively fast. Subweapons allow you to dispatch multiple tankier enemies at once, and your primary shot with the spread upgrade is wide enough that aiming accurately isn’t that important. The RNG in Nex Machina does affect potential clear time and the potential end-of-world score bonus you get for clearing the world quickly, which might suck if you’re speedrunner. But thankfully, this score bonus always caps out at 4 minutes and 30 seconds. If you clear it under that time, you will get the highest possible score bonus, meaning that getting slightly subpar clear times (because of RNG) won’t be damning to your score. To conclude, even if some details are unpredictable or have random deviation, it’s well within your toolset to deal with them.

It's when you don’t have that toolset that Nex Machina feels like some straight bullshit, which the Single World mode nicely showcases. There you start each run in a world of choice without your upgrades--your triple dash, weapon spread, dash explosion and weapon range--leaving you only with a narrow peashooter and limited mobility. For the first world this is relatively doable since it’s designed around you starting naked, but in the later worlds (or starting the first world on higher difficulties) you are increasingly dependent on the random upgrade item order to give you the actually useful upgrades first (triple dash and weapon spread) because of how quickly things spiral. I often find myself having to restart a dozen times in the first world after making a small mistake that with all my upgrades either could have been avoided or compensated for.

Not all implementations of RNG in Nex Machina are ideal, of which the random upgrade item order is the most noticeable. Some upgrades are more helpful to the survival of your un-upgraded ass than others. Triple Dash and Weapon Spread, for example, make it much easier to control crowds than Weapon Range or Dash Explosion. Shields seem useful to have at first, but the other four upgrades are better at preventing you from being in a situation where you’re in danger of being hit to begin with. The upgrade order is completely out of the player’s control, and scoring/survival can deviate strongly because of that. For that reason, it would have helped if the upgrade order was static (where Triple Dash and Weapon Spread are preferably the first two), or if the player could control the upgrade order somehow, or if power-ups were styled a la Cho Ren Sha 68K/Crimzon Clover where it’s a spinning circle of all possible power-ups from which you can pick only one.

The chaos that Disruptors create is also not used as effectively as it could have been. If Disruptors spawn close enough when you teleport into a new area, then you can gib them in a second and deal with the rest of the enemies as usual, which makes Disruptors not disrupt much of anything. It then would have helped if Disruptors did not spawn immediately when the player enters a new area, and if Disruptors always spawned outside your range or behind other enemies, where it could then sow more chaos. It would have also helped if Disruptors could never spawn in the penultimate areas leading up to the boss fight of each world, which are intentionally always easy breezy to build up the boss fight coming after. Disruptors then spawning in those areas feels like RNGesus giving you a freebie, which is why they’re better off always spawning in the ‘real’ areas of each world.

Although the boss fights in Nex Machina are built up as the climax of a world, they ironically feel more like moments of rest compared to the intensity of regular gameplay. Human chaining and secondary scoring objectives cease playing a role during boss fights, so the only optimizations left are not getting hit and dealing as much damage as possible. The target prioritization and crowd control of regular gameplay barely play a role in boss fights, as bosses instead opt to throw bullet patterns at you. Combine the lack of scoring opportunities with the relaxed intensity, and you end up with boss fights in NM feeling like a lesser mode of gameplay. Arcade games with chaining systems do often relax scoring requirements during boss fights or slightly alter how it works for bosses only (since it’s hard to ‘chain’ a single enemy), but they make up for it by having the boss be more intense to fight. In Nex Machina, the only truly intense bosses are the TLB and the fifth boss; the former takes the kids’ gloves off the bullet pattern design and goes all out, and the latter attacks you from multiple angles using multiple destroyable parts, which is more in line with regular gameplay. It could have been neat if chaining humans was still a thing you had to do during boss fights, either by spawning more of them in as the fight progresses or by relaxing the depletion rate of the chain meter for bosses only. Having boss fights be designed around spawning multiple targets (like the Architect fight) would also make them more in line with the strengths of the rest of the game.

One downside of Nex Machina’s reliance on secrets for scoring is that it creates a massive knowledge barrier if you want to begin scoring semi-competently. While most arcade games feature scoring tricks that’s more a matter of knowledge than being able to apply them, at least you usually won’t know about their existence and what you’re missing out on. Secrets in arcade games can be useful for staggering the rate at which the player is taught about the game instead of overwhelming them from the get-go, but having too many secrets can turn people away due to the sheer amount of stuff they need to memorize. This is further exacerbated by the fact that you’re made very aware of the existence of secrets in Nex Machina. At the end of each world, you see all the secrets you missed, which is psychologically more deflating than if you never knew you missed some to begin with. Thus, it gives off the feeling that the game wants you to go look up all secrets beforehand. This goes double when you consider that extra lives aren’t tied to scoring, but that they’re placed in secret spots you must shoot. Even if you just want a basic survival clear, memorizing the spots of all extra life pick-ups becomes essential, and having to look up external videos or analyze replays just to learn about the secrets is a hurdle more suited for score-chasers than people who just want a basic 1cc.

Second problem is that the discovery of secrets isn’t that interesting either. Your main methods of interaction with the world are moving around and shooting things, meaning that discovering secrets for yourself involves having to keep the last enemy alive and shoot/explore all edges of an area (all 70+ of them) to see what yells and what doesn’t. It’s a tedious and boring process. Watching a YouTube video or an in-game replay speeds things up, though arguably not having to consult external resources for a basic survival clear at all would be more useful. Nex Machina doesn’t have much in the way of exploration or puzzles or hidden interactions to make the discovery of secrets feel more exciting, nor would there be much potential to make discovery interesting within Nex Machina’s limited design scope. If there’s no way of making discovery of secrets more interesting, then it might have helped to make the secrets more obvious or announce their presence in one way or another (like how the presence of a Disruptor is announced at the start of each round), or to rework them to no longer be secret (f.e. having extra lives no longer be tied to secret spots).

One curious thing about Nex Machina is that its human chaining system is objectively an arbitrary system completely divorced from survival or normal gameplay, yet wanting to save the humans seems to come almost intuitively. The rate at which you gain extra lives is fixed, and the rate at which items are dropped does not increase the more humans you grab. But even so, you still want to try and save them (or at least, I hope you do). Why is that? The trick is entirely psychological: you care because the objects you must grab appear like fellow humans, even if they are a completely abstract representation of a human being. Rescuing humans feels good, and seeing humans get captured in front of you feels worse. The fact that the subject involves fellow humans instills more feelings than if it had been some featureless geometric shape. Even if rescuing abstract representations of human beings wouldn’t instill any feelings by itself, having them be actively taken away from you and having that loss be shoved in your face is certainly a feeling you would go out of your way to avoid. It is this appeal to humanitarianism that drives people to engage with an otherwise completely optional system that rewards you with nothing other than extra arbitrary points, which just shows how powerful and all-encompassing the indomitable human spirit is (although Mars Matrix proves that appealing to human greed and having to grab gold instead of human beings is just as effective).

I bring this up because scoring systems, or any gameplay systems for that matter, can appear arbitrary and forced when they don’t come “naturally”, leading to people refusing to engage with it or even despising its inclusion. If the base game has a certain gameplay/narrative goal (f.e. staying alive, or looking cool), and the system involves doing something that has nothing to do with that or even the polar opposite (i.e. letting yourself get hit and killed, like in Battle Garegga), then it’s quite literally counter-intuitive. The scoring system could objectively make the game more engaging, but people would nonetheless bounce off it or believe it’s overdesigned. The issue here too, is entirely psychological.

There must be narrative framing or synergy with existing gameplay systems to make systems feel more intuitive and feel natural. In Nex Machina, if you are good at not getting hit and keeping your shield, you are rewarded with a wider primary shot. Narratively that’s arbitrary, but gameplay-wise being rewarded for not dying comes naturally, since ‘not dying’ is in part what you are trying to do the whole game. In JRPGs, enemies are usually not resistant or weak to arbitrary shapes or colors, but rather real-life elements like fire or water. That fire creatures take more damage from water attacks doesn’t appear as an arbitrary rule (even if it technically is), it’s just common IRL sense that fire is weak to water. That flying enemies in Doom Eternal take more damage from the Arbalest does on the other hand appear to be completely arbitrary, because there’s nothing to suggest why they would take more damage from it or what makes the Arbalest so special. But if you reframed the flying enemies as being perpetually on fire and the Arbalest shooting ice stalactites then suddenly it feels a lot more intuitive, even though the underlying mechanics haven’t changed. Appealing to intuition is important for helping a player understand the game and intrinsically motivating them to engage with systems. In Nex Machina, that intuition is “humans should be rescued” and that intrinsic motivation is “saving humans makes me feel good”, and sometimes that’s all you need.

Visually Nex Machina can be unreadable nonsense with its many enemies and particle effects, but the user interface and sound design goes out of its way to make the game readable. So the player and all enemies have outline highlights to make them stand out from the backgrounds, off-screen enemies are telegraphed with arrows at the edges of the screen, your dash and subweapon gauge are displayed around the player character when used and play sounds for when they’re empty/recharged, the last enemy of an area is always highlighted with pink (in case you need to grab all remaining human first), enemy spawns are always telegraphed with silhouettes, the positions of humans are highlighted with arrows stretching from the player characters towards them, those arrows will blink red when the human is about to be captured by an enemy, and the state of your human chain meter (normally shown on the top right of the screen) is displayed double on each human in the form of a ring around the human that slowly shrinks the more the chain meter depletes, so you don’t have to take your eyes off the action to check a bar in the corner of the screen. About the only thing missing is a progress bar showing you the % of enemies you have killed per area, to give you a better idea of when you should draw out grabbing humans and when you should grab them ASAP.

It must be however said that despite being visually readable, Nex Machina’s visual style really does not lend itself to this kind of game. There is a lot of detail in the background and enemy design that, because of the speed of the gameplay and zillion things demanding your attention at once and the crazy neat particle/voxelization effects on top of everything, the player simply has no time to really appreciate or even take in the visuals. Like driving 200mph in a racing car, all the background and finer details turn into a blur, to the point where I feel that all the effort in the backgrounds and enemy design has been wasted. Shoot ‘em ups like the Raiden or Darius games can afford to have beautiful, detailed backgrounds because their scrolling speed is usually slow enough that you have the time to take in all the background details. In Nex Machina, I only started to notice the details on repeat playthroughs or when watching videos/replays. The zoomed-out top-down perspective is essential for the gameplay to work, but it also means you won’t often get a good look at the backgrounds or the enemies from up close. Enemies are thankfully distinguishable enough because of their silhouettes, but design-wise most of them come off as red blobs, which in turn comes at the expense of character. Here I wish that Nex Machina had a more abstract art direction to allow its designs and backgrounds to be fully taken in even at high speeds and under multiple layers of particle effects filling the screen. It might have helped with getting the player to connect with the game at a more personal level.

In conclusion, Nex Machina is a wonderful example of how well-designed scoring systems, little bits of RNG, and a love for humanity can further elevate an already great set of core systems. It looked for a while that this might have been the final high note Housemarque was about to end on, but it seems that with Returnal they intend to continue to enrich the world with more of that arcade goodness.

Ne, ne, nex machine
Finland’s greatest arcade machine

This game fucking rules. It's fun, very quick and easy to get into, and it's short for a single playthrough. I have some very minor complaints after a first clear but I'll definitely be playing more, can recommend this easily.

Lot of things to love here, so much to really dig teeth into. I completed it on Rookie and Experienced, 1cc for the former for as little as that means. No intent on gunning for the secret final boss on the higher difficulty but it looks like it'd tear me down and laugh at me so I'm good.

The jump from Resogun to here is so graceful, honestly awe-struck at housemarque's ability to increase scale and add on additional mechanics and layers to juggle. Spoilers, this is absolutely true for Returnal too on a level that cements them as an all-timer if not my favorite devhouse to look up to, but that's talk for later.

I'm not really in approval of my feelings on Robotron 2084 but it bears repeating, because this game manages to meet its design goals and exceed them. Effortlessly too, it's unreal the level of clarity and meticulous enemy design that feels geared around whichever special item you pick up. My weapon of choice was the bomb though, if only because it's such a nice shmup defense equivalent (but much weaker of course). But it doesn't really matter which one you go for! Each has such oozing versatility and power without feeling busted, but strong enough where losing a life alongside it hurts HARD. Except the sword though, that one sucks. Feels practically useless against bosses.

I don't do score but I'm in love with how much the game encourages your multipliers. They really have fine tuned what buttons to press to get you in the rhythm. My entire focus shifted to saving humans similar to resogun and the mechanic itself has a lovely "hit that ground floor hard and stay alive" feeling to every individual level. Didn't save everyone but it doesn't matter, the rush from getting all humans saved for just an individual section is ecstatic. Music helps set the mood there too, and while the aesthetic doesn't exactly grab me it's a perfect background to the cyber slaughter.

Above all else there's a nonstop tension, riveting feelings washing over you as you pour through the fiery battlefields. Practically gleeful through the whole way that after finishing once I had to keep going until the machine within was satisfied. Welcome bliss, see you some years later house.

One of the most underappreciated games of its time. Housemarque nailed the arcade twinstick shooter feel of Robotron 2084 and Smash TV in a modern setting, and it's challenging yet approachable, with plenty of depth should players want to dig deeper. Perhaps the best twinstick shooter on Steam?

This game deserved to sell a billion fucking copies. Good fucking game.

Nicht immer übersichtlich und manche Tode wirken nicht zu verhindern, aber flott und Coop, was will man mehr.

Can't see what's happening but I think its good?

Review in progress:
I know that it's short, but would it have killed them to add a way to save your progress in arcade mode? Having to complete the game in one sitting is some boomer-ass game design. They could've at least had a warning that exiting will result in losing your progress. As far as twin-stick shooters go, this is pretty good, but nothing mind-blowing.

Enjoyable adrenaline twin-stick shooting.

A twin stick shooter that leans hard into the classic arcade action feeling by Housemarque the team behind Super Stardust HD. While that amazing and addictive game was platform locked, nex machina tries to capture a similar style of gameplay as you shift from arena to arena across each level.

The soundtrack is a fun pumping synthwave score that compliments the classic arcade sound effects, a theme that permeates all of Nex Machina as the levels oscillate with a grid that ripples and warps the HD environment. The bright flashy particle effects of the weapon give a nice contrast that keeps things visually clear and enemies explode into pixelated chunks as they die. The sights and sounds here are unique, stylistic, and original.

The gameplay captures that classical arcade feel as you unleash a constant stream of energy pellets into wave after wave of enemies spawning in geometric patterns, using your dash to reposition, collecting power ups, and dropping smart bombs when you're cornered. Lasers and blast waves challenge your space while the enemies require you to constantly reposition yourself but it doesn't get much more complicated than that.

If you've played a twin-stick before this does all of the same stuff with a very shiny coat of paint, it feels satisfying to play but it's just too old fashioned for its own good.

An addicting twin stick shooter made by the creator of returnal. You should give it a try !!

A fast-paced twin-stick shooter that glued my eyes to the screen for the entire run. Multiple modes are full of their own challenges, but essentially it's all about the scoring. Co-op sounds like it would be really great here; maybe next time.

One of the best twin stick shooters I've played. It's fast paced, looks great, sounds even better and, despite the chaos, the board is never hard to read.
It's ridiculously hard too, so much that I first didn't like it, but it grew on me the more I played. I ended up gaining a new appreciation for this title, some may say as a form of Stockholm syndrome.
I would recommend it to anyone who isn't afraid of difficult games.

It will never beat the original Robotron, but Nex Machina is quite an acceptable modern take on a formula that is often neglected.

Controls are smooth and the flow is overall excellent, as flashy transitions were not exempt from this spiritual sequel. Synthwave might be a little generic for a robot shooter, however, the soundtrack is generally serviceable and thrill-inducing at time, with its notable emphasis on heavy rhythmic drums which generally pair well with the game's pace.
Power ups are satisfying to gain - use - such as the dash attack, focus laser and spread attack.

Unlike Robotron's robotic quintet, Nex Machina offers a variety of up to 30+ robots, none of which are as easily identifiable by their silhouette, let alone memorable; no matter the arsenal, there's no satisfaction in killing robots which fundamentally are lifeless and simplistic, pathetic in design, with red highlights that distracted or blinded players more than it helped distinguish.

While Nex Machina will certainly please the Pollyanna, Eugene Jarvis' involvement might have fed might have had the opposite effect on me, ultimately failing to reach to my unreasonable standards and expectations...

It seems overcluttered compared to the compressed and calculated perfection that makes Robotron 2084 such a timeless classic, a timeless classic which will probably never be adequately translated to vogue.

Esse jogo me deixou muito mais perto da calvície mas valeu cada segundo de gameplay


A really great and sadly overlooked twin-stick arcade shooter, with gorgeous graphics, a nice and synthy OST, and deliciously responsive controls.

A little advice for anyone wanting to check it out: try to suppress your completionist urges, especially in your first 5 or so hours with the game. Housemarque presents a tantalizing amount of scoring depth here, with humans to save, beacons to locate and destroy, secret rooms to uncover, boxes with hidden items to destroy, and so on. At first, I set out to find all of that stuff, immediately, and it slowed the game down and made it feel finnicky and cheap at times; but once I let go of it (since I likely won't be gunning for the leaderboards) and just enjoyed the combat and tried to survive, it all clicked beautifully.

Played with my son in casual difficulty (allows unlimited continue).
We had a good time on first playthrough which took about an hour.
Will visit again definitely sometime in the future.

子供と一緒に遊びました。
カジュアルモードだと無限コンテニューが可能なので、全ステージをおよそ1時間ほどで走破。
見た目が派手なのでうちの子はめっちゃはしゃいでました。

My friend raged at this game and called me a racial slur

It's purdy and hard and exciting