Suggested by @MrTheMan for This list.

It seems that every indie game nowadays has to be a spiritual successor to something or a combination of two games. I can empathize with developers, as this is a good way to sell a game at the end of the day, but it means that often, the games that have the most potential to experiment will stick too close to their inspirations. While concepts like Dark Souls Castleroid, Quake mixed with Blood, and Super Metroid with more platforming can be cool, rarely do they reach the height of the games they’re inspired by.

Ultrakill is one of those few cases that just about does. You can’t deny the influences here, because typing devilmayquake.com into your search engine of choice will lead you to this game’s steam page. This game is a clear attempt to make a stylish, expressive boomer shooter-character action hybrid. While this concept sounds cool, the actually details of executing the concept seem somewhat dubious. How do you combine the flashy excess of Devil May Cry with the raw simplicity of Quake into a good game?

I think one of the best ways to demonstrate this game’s qualities is with one of its most iconic elements: the coin. Basically, you flip a coin into the air, and if you shoot the coin with a hitscan gun, your bullet will become stronger and hit the nearest enemy’s weakspot. The first positive of the coin is that it allows for a lot of strategies. You can use it to hit enemies around corners, shoot through an enemy, hit the coin, and then hit another enemy, hit a lot of coins to build up more damage, and more. This simple idea allows for a lot of strategies, and this applies to the rest of the surprisingly small loadout. Honestly, the guns are pretty conventional at a glance, but their alternate fires give a little more complexity and uniqueness, at least as much as you can have for a game so dedicated to being fast paced. The nailgun has a magnet for attracting shots, there’s these rockets that you can hold in place and let fly after a few seconds, it’s not the most unique weapon loadout I’ve seen but they’re all fun to use and fit the game.

Another positive of the coin is that it basically tells you an enemy’s weak spot when you use it. It’s a kinda genius way to show weaknesses for enemies, as while it’s a pretty simple method, it’s not overtly signaled to players. This is indicative of how the game lets the players figure out mechanics on their own with minimal guidance. When you get a new weapon, a brief summary of the weapon appears on screen, and you go through a small section to demonstrate the weapon’s properties. While this game can occasionally be overwhelming, it gives enough wiggle room and information to let the player choose their playstyle. This leads well into the third positive of the coin…

It’s just cool. This is, of course, subjective, but ricocheting shots off coins is awesome, as is a lot of other stuff in this game. You can slide around and rocket jump, punch projectiles back at enemies, you can also punch shotgun blasts after you shoot them to make them stronger. There’s a great mix of options being balanced while also just being intrinsically fun to use. In this way, Ultrakill does have some of the “Rule of Cool” appeal of Devil May Cry, although I wouldn’t call it quite as over-the-top. Unfortunately, you can’t surf on enemies or use motorcycles as weapons in this game.

The coin does show one of the issues with the games, which is that abilities are kinda easy to spam. The obvious note is that most guns have no ammo or reloading. Spam that shotgun all you want, you’ll never run out of bullets! This is fine, my main issue is how easy it is to get alt fires and dashes back, which usually return after a cooldown. Considering that one of the main mechanics is that the only way to recover health is to get up-close-and-personal with the enemy, I don’t get why they didn’t put a kill or damage requirement to earn alt fires back. I suppose this is less of a problem as the skill ceiling goes up (missing a coin-deflected railgun shot is kinda just punishment enough sometimes), but I think some of these guns could’ve used more punishment for missing shots.

Just like how the coin deflects shots from linear-shooting guns, the level design here is more linear than any of its influences. Most of the time, backtracking is minimal, which I’m honestly fine with. This doesn’t stop the developers from hiding a few secrets, which were fun to find. Most encounters take place in arenas that feature solid cover and verticality, and the enemies that populate these arenas are also pretty varied in terms of how you want to take them down. There’s a decent amount of visual variety here, and while I’d hesitate to call it cohesive in the greater game, each act’s levels usually lead naturally enough into the next one.

This game also has a story. Much how I couldn’t think of a way to tie this to the coin metaphor, I feel like the story is somewhat tonally disconnected from the rest of the experience. For how “Rule of cool” this game is, I’m surprised that they try to build lore and stuff. They even have optional history books in a few levels. The story stuff is fine, I guess. I don’t really care much about Gabriel as a character, although he is a pretty decent rival character a la Vergil or Genshin. It’s easy enough to ignore either way, and I can’t imagine the story being the main appeal to anyone.

Ultrakill is still in early access (As of now, ACT II is complete), but I’d say it’s worth buying regardless. If you’re experienced with fast-paced FPS games, go ahead and try the demo, and if you like it, toss the creators some coins and buy the full game at some point. Honestly, those who aren’t as familiar with games like this may be better off trying the essentials like Doom or Quake first, as I think this game works best with knowledge of games like that. I’m gonna give Ultrakill a 9/10, close to an 8.

Reviewed on Dec 13, 2023


1 Comment


4 months ago

Interestingly enough, there was a devil trigger equivalent in early development. You can even play around with that gun in interactive Credits Museum. It was removed as it was hard to balance encounters on whether or not a player had built up the meter or if they dumped it on a earlier encounter. I do understand how limiting cooldowns can feel in these fast-paced action games, but on the other hand it means that everything is available from the start of every battle as your arsenal would be recharged by then. There is also hard damage that is reduced the higher your style ranking is, incentivizing a varied playstyle, but honestly that really only applies on violent difficulty and beyond (at least I'm assuming the later difficulties to be added will be like that). Of course there's always the possibility of something new being added that could add more agency in needing different weapons, but can't say that's likely by this point.