Metal: Hellsinger is a hell of a symphony

Metal: Hellsinger is a hell of a symphony
Intel Core i5-34503.1 GHz / AMD FX-63303.6 GHz, 8 Gbyte RAM, video map supported by DirectX 11 and 4 Gbyte memory, e.g. NVIDIA GeForce GTX 1050 / AMD Radeon RX 550, 12 Gbyte on storage, Internet link, Windows 10 / 11 Recommended requirements Intel Core I7-6700K 4.0 GHz / AMD Ryzen 51500X 3.5 GHz, 8 Gwight RAM, DirectX 11 and 6 Gbyte memory, e.g. NVIDIA GeForce GTX 1060 / AMD Raukt Xdeon RX 5700, 15 GBZ on 2020
Intel Core i5-34503.1 GHz / AMD FX-63303.6 GHz, 8 Gbyte RAM, video map supported by DirectX 11 and 4 Gbyte memory, e.g. NVIDIA GeForce GTX 1050 / AMD Radeon RX 550, 12 Gbyte on storage, Internet link, Windows 10 / 11 Recommended requirements Intel Core I7-6700K 4.0 GHz / AMD Ryzen 51500X 3.5 GHz, 8 Gwight RAM, DirectX 11 and 6 Gbyte memory, e.g. NVIDIA GeForce GTX 1060 / AMD Raukt Xdeon RX 5700, 15 GBZ on 2020

Exactly two years ago, we talked about the remarkable BPM rhythm: BULLETS PER MINUTE with a curious concept, but weak implementation. And although Metal: Hellsinger didn't make that game, and so did other people, it could easily be taken as a follow-up to BPM. And it's not a waste: many game mechanics get recognized from the first chords, the weaknesses are taken into account and downgraded, and the lucky finds are taken to a new level. Harder and epic music, rhythm mechanics are smarter, and even though they're conditional, even if they're broken, they tell a whole story. But is that enough for an ideal metal symphony?

♪ Demon nights ♪

The wonderful effect is made by Metal: Hellsinger: during the game session, it turns you into a true treasurer of heavy metal, even if you like completely different music. The secret is simple: the game has truly succeeded in bringing together music and the visual part, widely quoting DOM and other uncompromising jokers from the old school. And the game process is very much referring to the modern classics of meat jokers, let's let the rhythm mechanics and set special game conditions.

It's the same thing: on the way to the Judge, there are dozens of arenas to be removed from a variety of demons and angels, a total of 10 enemy varieties, all of which come together as typical pears for the battle — puppets that die from any sneeze, as well as clever racers capable of becoming invisible and striking from the shadows; or, say, blind eyes — demons that cause a lot of inconvenience to their, uh, excretions; and there are elite enemies on the arenas — markedly increased variations of standard enemies.

But even they will not be a serious problem if you subjugate the main mechanics of the game -- tact. Shots, recharges and brutal murders, as well as pushes, are tied to it first. The move is free of the tick of the playful composition, but in the case of hard pursuits, getting into music is a prerequisite, otherwise the massacre simply won't take place. In other cases, the Unnamed will simply reduce efficiency and wear off a series of hits, as well as lose part of the scale of rage. This indicator is responsible for the damage we have done, and also for the number of points we have scored for the battled enemies. You can increase the indicator at the expense of exact hits, as well as through the collection of the various bonuses that are placed on the arenas.

When some arenas first pass, there will also be different types of weapons, which will constitute a company called "Termina" that will be cut into kale by anyone who will be within the range of the weapon, and what happens when the super-aggress is activated...

Every weapon has a special ability. The Borzee creates a copy of the Unnamed, which hits without a miss; the Persephone is firing a shell of monstrous power, and the Termin is enabling it to quickly cut the necrosis with small slices. Alas, all six weapons are eating rather quickly, and the second half of the game is losing the humming. Which is a bit disappointing — in a similar project, it wants more grotesque and monstrously powerful guns.

♪ Hell without measure ♪

And wherever you know the measure, it's in the design and balance of levels, most of the runs are too long, and by half of the location, the conscious gameplay comes down to a machine-made ticking, and the culmination of every circle of Hell is a rather unpleasant clash with the local boss. Almost all of these battles are too long and tedious. If every level is half short and the fight with the boss is twice as fast, the price of the game wouldn't be.

The situation saves a few more entertainments — torture. These are short tests requiring a clever possession of the arsenal and exact rhythm. Sometime in the past, a certain number of enemies have to be destroyed, others have to be dealt with by supertacts, while others have to be tested in a way that seeks to strike only in the beats. Torture has to be carried out with pleasant rewards, which add even greater power to the Unnamed. Some do not allow rage to fall below a certain mark, others protect a series of hits from accidental failure, and others allow for more frequent use of super attacks. These tests reduce the time between tedious races.

And the joys add great metal compositions, heavy, melodic, and incredibly violent -- the perfect music for a project like this -- the funny part: if you want to add vocal parties to the guitar-assions, you have to keep the rage as high as possible.

By the way, if you can't stand heavy music even in the anthuracy of a hell of a joker, there's some good news for you: soon the developers promise to add support to user music. You can eliminate demonic freaks even under the favorite pop composures of youth, even under the energetic hip hop, even under the aggressive rapcor, and even Lady Gaga, if you like, can accompany you on a hot trip to hell.

***

Despite the length and excessiveness, Metal: Hellsinger leaves a pleasant impression. Thank you for the great music escort and the lively rhythm mechanics. This is definitely one of the best projects of its tiny jean, and I'd like to believe that the developers will still be able to create the perfect hell symphony.

Dignity:

  • A well-executed rhythm mechanic; excellent musical compositions; many interesting nuances and marginal activities.

Disadvantages:

  • The length of some levels is excessive, especially given the fact that the game mechanics are not too variable; the contractions with the bosses have not been the most exciting; the sarsenal and the bestium are frankly modest.
The masterpieces of Hell's arenas and the stencil design of the enemy are not particularly original, but they are quite organic and justified by the enthusiast of the work. Here are the narrational illustrations. The sound Thunder of metal notes, the powerful vocal parties, the rays of weapons and the devil's cry of the enemy — Metal: Hellsinger sounds exactly the same way as a game with the same name. A single game Eight levels, up to the creeping of demons, angels, and great heavy music. The evaluation time of the campaign is only six to seven hours away, and the sharpening of skills at each of the enemy's levels will take a lot more time. Plus is not a bad additional test. A single game. It's not envisaged. Unless you can admire your nickel in the ranking of the best players.
The masterpieces of Hell's arenas and the stencil design of the enemy are not particularly original, but they are quite organic and justified by the enthusiast of the work. Here are the narrational illustrations. The sound Thunder of metal notes, the powerful vocal parties, the rays of weapons and the devil's cry of the enemy — Metal: Hellsinger sounds exactly the same way as a game with the same name. A single game Eight levels, up to the creeping of demons, angels, and great heavy music. The evaluation time of the campaign is only six to seven hours away, and the sharpening of skills at each of the enemy's levels will take a lot more time. Plus is not a bad additional test. A single game. It's not envisaged. Unless you can admire your nickel in the ranking of the best players.

Graphics

The standard sets of Hell's arenas and the stencil design of the enemies, though not particularly original, are quite organic and justified by the anthrax of the work, but the narrational illustrations are really excruciating and freaky.

Sound

The thunder of metallic notes, powerful vocal parties, rolling weapons, and the devil's roar of enemies – Metal: Hellsinger sounds exactly like a game with a similar name.

Solitary game

Eight levels up to the creeps of demons, angels, and great heavy music.

Estimated passing time

You can go through the campaign in just six to seven hours, but it's going to take a lot more time at each level, plus a lot of extra tests.

Collective game

I don't think so, unless you can see what you're doing with the best players.

Overall impression

Metal: Hellsinger could have been the perfect project in a tiny string of rhythms, but the sense of measure failed the developers.

Graphics

The standard sets of Hell's arenas and the stencil design of the enemies, though not particularly original, are quite organic and justified by the anthrax of the work, but the narrational illustrations are really excruciating and freaky.

Sound

The thunder of metallic notes, powerful vocal parties, rolling weapons, and the devil's roar of enemies – Metal: Hellsinger sounds exactly like a game with a similar name.

Solitary game

Eight levels up to the creeps of demons, angels, and great heavy music.

Estimated passing time

You can go through the campaign in just six to seven hours, but it's going to take a lot more time at each level, plus a lot of extra tests.

Collective game

I don't think so, unless you can see what you're doing with the best players.

Overall impression

Metal: Hellsinger could have been the perfect project in a tiny string of rhythms, but the sense of measure failed the developers.

Estimate: 8.0/10

Further details on the evaluation system

Video:

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