One of the reasons I love Ultrakill is because when I die I don't feel like "this game is stupid that was unfair" I feel more like "I was this close to beating it all I have to do is kill in this order".
I feel the same, when I played the demo I died many times on the statues and sword guy, and then after many deaths I learned that it isn't too hard to dodge out of the way of the sword guy and deal damage while he's charging another attack, and I can dash in close to the statues to hit them with my shotgun and heal mid-combat
I remember a few times dashing about and accidentally running right into a gargantuan corridor fan that I forgot about and I was immediately like "well shit :/"
fr except I'm still not very good at doing it in the right order evidenced by deciding the play for a mini boss in the wrath(?) ring was to exclusively use the slab piercer and my style suffered so much
Game is so good I have 1.1k hours in it. I really love a game that let's the player control a lot of the pace of the combat and that's one of ULTRAKILL's strengths like you pointed out. The freedom one has in combat and the synergy between many of the weapons just opens up a world of possibilities on how you can clear out a room. I fucking love this game so much.
My favorite part is how every single little detail is explained, like why does the rocket launcher explode on impact? Well it explains in the terminal entry that there's a needed chemical reaction that requires, get this, BLOOD to explode. First time playing 5-4 and seeing this little guy with spears sticking out of him and screaming his lungs out on top of a fucking water snake the size of your average death star makes you think "huh how did that get there?" Then you go searching, and BOOM it tells you why and how it got there. Gabriel went to strike the heart down, this even lines up with gabes own entry about how he "completes every task without fail" which makes sense because he did do this without fail, leaving the heart of the leviathan in torment for who knows how long! Everything has a purpose in ultrakill, story wise and gameplay wise. It's such a much needed break from the boring, linear AAA titles that leave you feeling empty. Ultrakill on the other hand leaves your balls FILLED
very rarely does a game come along that's so special, players find a game breaking glitched movement tech (slam storage) and instead of patching it out, the devs add support to make it more consistent, and even build challenges around it
@@pastatheh7041 There's of course going to be some kind of "legitimate intended route" in a game, it's not like games are built only around their glitches.
For me, the biggest strength to ultrakill is that it tries its absolute best not to contradict itself. The game says you can parry projectiles and while most games would leave it at enemy ones, Ultrakill includes your own like the coins, shotgun pellets and drillbit. The game declares that the coin is triggered by hitscan attacks and then you realise that means any hitscan attacks including the railguns or your opponent's. I love game's that establish rules and ideas and then never contradict them.
i remember being blown away when my friend told me to parry my shotgun shot, i assumed the devs hardcoded that to not be a thing but seeing that i could parry literally any projectile including the ones i shoot out of my face was awesome lol
Only contradiction I can think of is in the opening tutorial segment it tells you that blood is the only way to heal, but then parries also restore your health
Started playing this game recently, and it’s incredibly well designed. Some people call it a retro shooter, but ultrakill is its own thing, it’s not held back by any era of shooter design.
ultrakill is just the peak example of games are shit today because they focus too much on the technology or realism of it all and then severely lack in the gameplay department. props for hakita making ultrakill a modern unity title that wont bog down too much on lower-end pcs.
@@generic6099 I think that a game can be just as fun as ultrakill with a focus on graphics and whatnot, it’s just not a focus of AAA companies most of the time.
I love the "movement shooter" subgenre because it's so fluid, there's no stopping, it's full speed at all times. It's like dancing with your opponents, dancing with high caliber guns
I've said this about ULTRAKILL before and I'll say it again. The adrenaline rush you get from playing this game is like snorting a line of crack cocaine dyed red with blood. And it's GREAT.
honestly as someone who already has the game, i admire the self-control necessary to _not_ gush about it for hours on end while spoiling literally the entire plot and every mechanic. like i don't mean that in a sarcastic way or anything, Game Is Good and i would find it hard to prevent myself from doing ^ all that if i had made something like this
Yet at the same time, I'm kinda looking for that, as someone who has played the game to how it is now, basically seen everything I kinda wana gush about it with someone over a video you know?
I love how the game doesn't _really_ babysit you. It's _fair_ to the player, gives the player a lot of agency in what they wanna do when presented with a problem, all while not yelling at a player that they should do _this and that._
Ultrakill is such a fun game. Every time a new act comes out and I'm playing it for the first time I'm like "how the hell am I gonna perfect this level?" and then a week later I'm punching the glowing PP door waiting for more new content in between visits to the cyber grind on a near daily basis.
I love both Ultrakill and Doom Eternal. Two of the best games I've played. Comparing these two as in "Ultrakill is better" is an understatement however, because while yes, both are extremely fast paced boomer shooters with dashing, both games' gameplay loop are extremely different. DE has more of a focus on resource management and enemy prioritisation, while Ultrakill leans more towards player expression. Eternal is more "restrictive" with its gameplay, while Ultrakill has more freedom and is a lot more fast paced. I tend to like Eternal more but in the end its up to personal preference.
I like doom eternal better because it's more restrictive compared to Ultrakill. Ultrakill has an overwhelming amount of options that i never use. Doom on the other hand still supplies me with the same feeling of power but in a more engaging structure. It's why Doom eternal sits at 20 hours played and Ultrakill sits at 30 mins played
the games have almost opposite reasons for me loving them so much. Doom Eternal presents me with a panic attack essentially, and I have to muscle my way through it and become stronger than it, use all my tools and climb that mountainous challenge presented to me. In Ultrakill I AM THE PANIC, I AM THE MOUNTAIN, WHEN I DIE I BECOME AN AVALANCHE THAT WILL RAIN DOWN HELL UPON THOSE WHO THOUGHT TO RAISE THEIR VOICE IN MY PRESENCE. I AM A BEING OF DEATH WHO IS DESCENDING INTO THE PIT FASTER THAN ALL OTHERS AND WHEN I HIT THE BOTTOM I WILL LAND FEET FIRST AND EXPAND THE CRATER EVEN FURTHER
Agreed. I also think Eternal is better because it does a better job teaching the player the skills they need to survive. Ultrakill doesn't really do a good job of forcing players into its systems. Everytime I watch people play they just breeze through everything until they land into the wall that is V2. But because the game wasnt hard enough to push plsyers into learning how to use the coin they struggle an obscene amount with the fight.
I'd liken Doom Eternal to Breath of the Wild, using its resource management systems to force a certain style of gameplay on the player. I just don't know what I'd compare Ultrakill to in the same genre.
I love Ultrakill too. It's just not afraid to be like "i bet this mechanic would be cool" and then put it in the game. it also does that thing that's really hard to achieve where you give the player a ton of tools and make it so that when the player asks "hmmm i wonder if I can do this" the answer is always yes". Because every weapon can interact with every other weapon in a billion intuitive ways, and a billion more unintuitive ones. Definitely the best single player fps I've ever played. but if we're counting multiplayer games too then team fortress 2 steals Ultrakill's top spot ://
Hakita is one of the chad developers that turned bugs into features. Take projectile boosting and slam storage for example. I know Notch did this in Minecraft when he messed up the Pig design (now it’s Minecraft’s icon). Another example of a dev doing this is Andrew Spinks with the hoik in Terraria
I love how ULTRAKILL both has a story that’s sort of interesting and also does not give a shit if you care about the story or not, it knows you’re only there for the high impact Gabriel violence.
I was one of the players that started the demo, saw that I couldn't shoot that well and dropped it at the first boss fight (before the shotgun). I felt bad that I didn't love this game that everyone was praising and I put it down for a month; then I saw a video of parrying your own shotgun shot and decided to give it a go to at least try that cool looking tech. Now I'm addicted
I love how hard you went on trying to say all the things you loved about the game without spoiling anything. I played the game after I saw the Funke video on it, and while that video is also very good I feel like it takes away from the discovery of a lot of the cool shit. The way you focused in on a few of the mechanical touches while having a lot of clips that would make you go "Woah, how'd he do that?" in the background is really incredible way of handling it. I may or may not be reinstalling the game right now to play the new content after ignoring it for however many weeks, great vid.
I love Ultrakill, its my second favourite game of all time (After +R of course) and one thing I really love about it is how it basically has an answer for everything in the game. Q: Why does the graphics/Levels look so simple? A: V1 was designed to render the environment as simple as possible for faster processing. Q: Why does the song play in the terminal? A: It was just a test to transfer data between terminals and only [part of it was uploaded so that's why it loops. Q: Why does Minos Prime call you useless after you respawn A: Its basically him telling you Skill issue I fucking love this game, I played the demo so much I had 32 Million P lmfao I did buy the full game during this year's summer sale and Im really enjoying it Good Game, has Neuron Activation. Cant recommend enough.
Just after I watched this video, I jumped on the demo. Took me about an hour to finish. I never had a shooter experience that thrilling. Thanks so much for this amazing video and for making me discover that game. Can't wait to buy the "full" game :)
6:20 This part was genuinely so cool to me. If played Ultrakill before at a friends house, and I learned to time my shots well enough, but didn't play enough to learn about coin ricochet and flinging out three at once to pop three enemies. Good stuff, Leon.
So before I watch the video I gotta say, Ultrakill is still fun even if you're a casual. You don't need to shotgun boost or slam storage or even be good at shooting coins. Core eject exists, screwdriver exists, Malicious Rail cannon is awesome. Yeah, 1-4's boss will kick your ass, but you will still have a great time.
Good video! Got some issues with it though, mostly around your stuff about Doom Eternal. I think its kind of weird to compare the two games beyond surface level appeal. I think Ultrakill and Doom Eternal want to accomplish very different things. Ultrakill is a lot more about freedom of combat and all that as you said in the video, but Doom Eternal's combat is not about "resources". It's about challenge. Enemies are far harder to take out in Doom Eternal than Ultrakill. Many of the enemies in Ultrakill have weakpoints that instantly kill them, whereas the weakpoints of Doom Eternal debilitate enemies or remove their strongest ability. Combat is more strategic, weighing ammo and weapons against foes and enemy combinations. Ultrakill has one major resource to manage that is extremely easy to get back (health), almost to the point of removing all challenge if you're good enough, while even the toughest of Doom Eternal masters can sweat if their armor or ammo drops too low. If Ultrakill is freeform jazz, Doom Eternal is rapid-fire number crunching. I don't think they set out to accomplish the same thing, and both are fun for different reasons. This is most easily viewable with the community around both games. Ultrakill's fanbase are all about that sick tech, Doom Eternal are all about Nightmare and Ultra Nightmare runs. One is about the flow and freedom the combat gives, the other is about accomplishing a challenge. Ultrakill has a lot more in common with DMC then it does Doom Eternal imo.
THATS EXACTLY WHAT IM SAYING. Both are amazing games that I've put hundreds of hours to, and ppl really stop comparing them on just the surface level. I love Eternal for its enemies and weapon combos, and Ultrakill for its crazy techs and movement. I think the best comparison to make is between the Marauder and Swordsmachine. Both are high-level enemies that dont show up often, and are best approached via close quarters combat. How you approach them is completely different in each game.
thank you for pointing that out. imo this video honestly feels like its one giant dickride for the game rather than just trying to critically advertise it to the would be viewer, especially with how he presented his comparisons to doom eternal it just exudes that feeling of i completed doom eternal from a spectrum of hurt me plenty to ultra violence guy. i honestly dont think that comparing ultrakill and doom eternal is a good idea, its like comparing a chisel versus a jackhammer in a mining/rockbreaking contest, like obviously the fucking jackhammer would win said competition.
this is pretty much exactly what he said at 11:11, just from a more positive perspective. including and especially "it's weird to compare these two games beyond surface-level appeal"
@@zettatoad Oh sure, but I think the way he framed that comment (and the paragraph itself) rubbed me the wrong way. It's odd to boil down a game's combat like that, especially one as comblex as Eternal. Is Ultrakill about "points" just because everything funnels into the point system? Yes and no, because the game is about scoring big, but there are many things at play outside of that to make it more interesting. Eternal is not about expelling and obtaining resources, at least not completely. One of my major problems with Leon as a video creator is that he tends to make big declarative statements about subjects outside of the video and then cannot elaborate on them within the framework of his essay, which leads to weird situations like this. Don't get me wrong, I really love Leon's content. He has a very ecclectic style- I just feel like he should think about what information he's bringing up and how it's being made relevant to the subject.
one of the reasons i stick so hard to ultrakill is how approachable it is with mechanics. i've never played a boomer shooter before and im not great with fps strategies, but the way the devs allow you to practice (without penalty) and explore at your own pace makes it easier to come back to for me. it's a skill ceiling that you can attain without having to play other games first, at least for me. it's the first game where losing to a boss fight 30 times in a row doesn't frustrate me, it invites me to try new approaches and learn and grow my skills. tl;dr: I've never played a boomer shooter and Ultrakill is an awesome experience for me.
I sill can't fight Gabriel without laughing at his voice lines. Then the fucker starts dashing with blue afterimages and spiral swords?! I love the devs so much.
I've been playing Ultrakill for months but I've only been able to get my hands on the demo, despite that it's still insanely good and feels amazing to play even though I've been playing the same 6 levels for ages. It feels like tuning a skill and after a while it forms a super tight loop that feels fantastic to execute perfectly. Edit: got a cracked copy a while ago and damn the full game is good, trying to build up that loop I was talking about in the rest of the levels now lol
Idk, some people would call that overwhelming. Ultra kill balances “fun” against “overwhelming” really really well so every level and boss is within reach of even a lower skilled player like me, so it may take two or three restarts (or 140 for Gabriel II) but you’ll get it eventually. The game rarely leaves you feeling like you couldn’t have done a little better when you die
@@willmungas8964 What is was saying was that games that lack content, or have easy/little consequences for what you do are boring. But Ultrakill has enough important decisions in every battle that creates tension and fear that you may lose. That tension is what is so entertaining about difficult video games, so a tense action game is a complete success.
RUclips finally works cause I am not subbed to you or have watched any of your content before but they recommend this video to me and after a quick breeze of your channel Im glad I found this 👏👏
Okay, a few tangents here. First of all, this is easily the best review of ULTRAKILL i've seen in a while, and it perfectly captures my feelings on a lot of the game. I'll add some of my notes to it though. SPOILERS AHEAD. I feel like a severely underrated part of ULTRAKILL's design is how unique its world is. Yes, its set in hell, but like you said its not "Hell" as in what you think hell is. Its wonderfully subversive, and ULTRAKILL perfectly lands its world openers every single time (except for gluttony that was kinda boring). Hell, even in the first minute of the game, you get blasted with that ULTRAKILL Intro.m4a and you KNOW this is a game for the ages. I love how it completely breaks the user's expectations as to what everything will REALLY be in the game, it honestly gives some of the same vibes as meta-games, without a lot of the pacing issues. For me, personally, it really made me confront the expectations and tropes I have for every game, made me question WHY it has to be that way, why can't it be more unique, more fun? Also, ULTRAKILL is a gay awakening game and you can't silence me
No, I'm serious! V1 is a protagonist that was created to kill all of its creators enemies (its a war robot). It's still killing, but not for anyone. but for itself. (You should probably stop reading here if you don't wanna get spoiled for ULTRAKILL's story [yes it has a story {yes its good}]) Gabriel is an antagonist that was created to serve and kill for God's will. Again, by the end of act II, he's still killing, but not for anyone, but for itself. ULTRAKILL as a game is really about expressing who you really are, and not forcing yourself to fit into the same mold that everyone expects you to fit into. INFACT, ULTRAKILL IS LITERALLY THAT. ULTRAKILL IS a game that does not force itself to fit into the same mold as every other boomer shooter (with its unique fun mechanics, its subversive take on hell, etc), making it at its base a very similar game to its contemporaries, but having it be wonderfully expressive on a deeper level. YOU, as an ULTRAKILL player, are encouraged to not fit into how every other player thinks you should play, and just play how you really want to. ULTRAKILL made me trans
Yep. ULTRAKILL is a game that is not afraid to break the mold as to what a FPS set in hell should be like, literally the first thing you see after beating the prelude is a calm and beautiful sky in what its supposed to be the place of the damned. Those things and much more are what makes ULTRAKILL stand out to any other game of its kind. Also, while not the main reason, ULTRAKILL helped me realize im pansexual after i had way too many... thoughts in regards to Gabriel and Minos Prime, so there is that too.
with all of the devs being lgbtq, you better believe it! I feel like ultrakill made me bi, but probably there are a lot more into it, but yeah, I couldt have the same joy before ultrakill that I have now
The video's so well made, if I haven't been playing this game for as long as I have this probably would've got me hooked. Well done! also the speedruns are very cool must watch!! the game hides so many secrets the amount of movement options is enormous and confuses me to this day!
I’ve been arched many people gush about ultrakill, but this review took such a unique take on it that it had me seeing things about why the game was good I hadn’t seen before, despite having enough hours to have p-ranked the prelude and act 1 entirely. A wonderful review.
I was playing it, and after I blind-ran into using the coin I thought to myself "I wonder if I can punch it." and I did. It worked, and I laughed, and I have been in love with the game ever since. Can you imagine how I felt when I killed Maurice with his own laser using the coin? Or when I parried King Minos by pure accident? It's been since it basically started on early access that I began playing. Hakita, the developer of the game, is a frequent user of a forum I love, a place where old Gmod users hang out. So, when the guy posted a game that he was making, I'm like "huh. this looks cool." The rest is history. I agree with Leon, this might be the best FPS I've ever played.
Ultrakill is a straight-up sandbox of mechanics, ask a question if things work and most likely, the answer is yes til it's too powerful and gets patched out or nerfed.
I hadn’t heard much about the game and then randomly stumbled on a meme on my Twitter timeline that had the 6-1 music. That alone had me interested, anything with that soundtrack is worth looking up. I have no experience on single player FPS but as soon as I saw the gameplay I knew I’d have to eventually check it out. I may just need to do that soon.
You know why you like the Coin Gun? Cause you're a Venom main. You like throwing something out and hitting the thing with another thing and making funny things happen by making two things hit each other
Very articulate explanation as to why i love this game i already have hundreds of hours in Thank you for putting how cool this game is into words that are more descriptive than "ADHD THE GAME"
I would love a spoiler video followup to this. I really want to see your in depth look into the game so far. Specially with the last major update dropping a few weeks ago (I still have to play it). Honestly, this is what every game should be: an idea pushed and reiterated over and over to keep it fresh and fun all the way through. Repetition is what kills games imo, and a lot of triple As today base their content too much on that
This has honestly been the best Ultrakill analysis video I've seen yet, and I've seen a good deal of them. The way you break down the gameplay loop and how it differentiates itself from games like Doom Eternal is spot on and highlights what makes this such a monumental step forward in first person shooters. I've recommended Ultrakill to just about everyone I know that plays video games because I think it is currently making history. Amazing video, subscribed
This is the best review of Ultrakill I've seen. It explains all the nuance that makes the game so enjoyable that most people won't even realize, and those that do like myself find it hard to put it into words.
I need one of these games in my life. I have narrowed it down to a list of 3 potentials. Ultrakill, Prodeus and Turbo Overkill. My favorite FPS games were always the ones that put a focus on style and spectacle. Its funny you mentioned bulletstorm because I was obsessed with it on 360. It wqs super satisfying in a very specific way. I think about it all the time.
Ultrakill is a game where I repeatedly went "wait, does this work" and the answer was *always* yes. The moment I figured out I could *punch my shotgun bullets to make them explode* is one I genuinely smile at when I remember it because that was *so fucking cool* and started me off on trying to figure out what other cool shit the game has for me to find.
I love finding channels that just found out about ultrakill and talk about what they like about it. Good vid man. Also Hot DAM, this is well done content. +1sub
Hey, just wanted to come back to this video and like. Thank you. I literally never enjoy FPS games, for all the reasons you described. But I love your content and respect your opinions ("Projectile Manipulation" got me to start playing Venom in Rev2), so I decided to try this game. Now it's 12 hours later and I can finally say I truly love One (1) FPS game :p
I love both Ultrakill and Doom Eternal a lot, not sure why everyone pits them against each other so much. I do miss the score multiplier from Doom 2016’s arcade mode though, which was EFFECTIVELY a style meter and felt super great. It encouraged taking on every level as fast as possible while doing it in style. Wish Eternal had a mode like that.
it’s really unfortunate especially since most of the fanbase just generally agrees both games are different and great. ultrakill wouldn’t really exist in the polished fun state it’s in now without eternal and people like leon kinda need to acknowledge that more
Doom Eternal is an FPS dipping it's little toe into a little character-action genre. Ultrakill blurs the line between FPS and Character action so well it's DevilMayQuake tagline is well deserved. Also that Act 2 ending AAAAHHHHHHHH
@@guy229 he did beat act 1 from the footage and he does have the rocket launcher but from just how bad and boring his playstyle is (consisting of only coin spam which you can notice because his marksman revolver is always stale) + the fact that he says the charge is useless while having clips of him with the default revolver in act 2 is him just not knowing or somehow being stupid enough to not be equiping the slab i can say that he probably does but he beat him after 30 tries on normal difficulty.
Channeling your inner Sterling with that 6/10 with Vanquish on the screen. Always glad to see appreciation for ULTRAKILL though. Its goddamn masterpiece already.
i arrived here after googling the game bc i kept seeing horny art of the characters on tumblr and i DESPERATELY needed context and I left with a much deeper understanding of gamedev than i had before (and i have experience in gamedev!) something about your insight just made like 20 things click in my brain. fun video, and now I want to play it. hell yeah
i guess uk's whole thing, and what makes it different from other cinematic schüts, is the motto of "give players options, give options use, make coolness one of said uses" meaning that even the least practical, most convoluted tech that can only happen when 20 seemingly arbitrary conditions are met will be rewarded by the game ...or just scrongbongling things, whatever prepares your thyself
Sounds like you need your shooters to be complicated, with a lot of mechanics and whatnot, in order to feel gratified. I personally prefer my shooters to have a real life day or so of build up and quiet time, and then like twenty minutes of balls to the walls action.
As someone not good at shooters and who bounced off Devil May Cry and similar style-driven action games, Ultrakill is the most fun I've ever had with either of those types of games. Learning how to absolutely style on groups of enemies to see the good number (or letter in this case) get big and go up is easy, but not trivial. The tech skill (railcoining, coin adding, slam storage etc) that adds to quick movement, quick big enemies kills, big AOE damage, or all of the above isn't the most difficult on an execution level, but rewarding to pull off in the heat of a clusterfuck like when a cybergrind wave decides to spawn 2 Hideous Masses or idols AND a mindflayer. Despite the pastiche of difficulty in trying to maintain total style, not die, and be fast, the main difficulty isn't in exectuion, but in situational awareness, hell the two easiest ways to build style, nuking a core eject and using coins, are pretty much just skeet shooting a mostly predictable target. In reality the hardest part of playing ultrakill well, especially on higher difficulties is staying alive, which is maintained pretty well with style-ramping aggressive gameplay, but harder to do with safer strats like just nuking a bunch of enemies if you're too low to do that safely AND heal, or just hanging back and throwing coins to safely snipe. If you haven't played Ultrakill do it, and if you haven't fallen in love with ultrakill, watch a guide on how to do cool shit and then just give it a go and you probably will.
I honestly don't understand why everyone that praises ultrakill has to shit all over doom eternal in the process. Even if i vastly prefer ultrakill over doom, i still think doom eternal is a great game that does some things even beter than ultrakill. I get that people compare them because they are very similar games but i'm kind of tired of people shitting all over doom for no reason.
I've said this before and I'll say it again. My favorite part about Ultrakill is how often you're able to ask yourself "Hold on will that work?" and the answer isn't yeah, it's *_fuck yeah._* Spoilers for mechanical shit and maybe bosses IDK I haven't written the rant yet. Coins really are the perfect example for this. Chaining coins, coin punches, launching the coin into orbit with explosions or the Knuckleblaster, the ultraricoshot, railcoin setups, coin eject/rocket snipes, if anything it's a shame they took out the orbital coin eject snipes in a recent update cuz orbital nuke was really cool. I think my favorite example of coin mechanics that make sense a player might be hesitant to try is the chargeback, and for good reason, but the logic is sound. If the coin reflects any hitscan shot, the Malicious Railcannon is a hitscan shot, and the Malicious Head's charged shot is an exact copy of the Railcannon's shot, can you reflect Maurice's own shot onto him with a coin? In most games the answer would be no. In Ultrakill you get extra points for it, it's called a chargeback. You can technically do it with any hitscan attack made against you but Malicious Heads and Sentries are the only enemies to my knowledge that use any hitscan. I feel like currently it's mostly agreed upon that the worst, or more accurately least good weapon in the game is the Screwdriver Railcannon, and despite the fact that I spammed it like nobody's business on my first playthrough, I completely agree. The Screwdriver has the most base damage out of any Railcannon variant, but extremely limited ways of increasing it and is strictly single target, kind of. Its utility falls off with skill, as its main use is making an enemy bleed continuously and thereby healing you if you're near. Reliable healing is good early on but once you're good enough to not get hit as much and are able to get blood more reliably, that use is more or less useless. You can punch the drill out of an enemy and into another with the Feedbacker which I believe resets its timer and allows you to affect more than one enemy with it but it's barely worth the hassle. The Screwdriver's best uses are against Hideous Mass which it is able to kill extraodrinarily fast, and Mind Flayers which it stops from teleporting for the duration of the drill. It isn't a bad weapon by any means, nor is it useless. But it's not good *enough,* especially in a game like Ultrakill.
That's what is kinda annoying about people like Mayo when they play Ultrakill- they refuse to have fun. Yeah, you can be "efficient" like in doom and such, but where's the fun in that. Ultrakill ain't stopping you from having fun with your arsenal, ain't stopping you to see flashy shit every time you blow up your enemy. Stylo meter is a side dish, the spectacle you unleash cathards hard
I’m a pretty big yet casual doom fan but there hasn’t been any content in a bit so I came across ultrakill expecting a game to play as filler until the next big fps game came out. Let’s just say it would be insulting to say this game was filler. This game had me genuinely intrigued and then next thing I knew I was a fan, the lore is extremely intriguing, the gameplay is very fun, the style is refreshing (given every game these days focuses on realism), and over all disregarding a very small few personal problems I have with the gamplay loop and cybergrind, it is a good experience. I wouldn’t say it’s better than doom eternal because for me at least, doom is just way more replayable (disregarding cybergrind) but I can’t say it’s worse either. I would like a few changes to the cybergrind and maybe a few extra game modes, but aside from that and maybe level replay ability, I think it’s just an amazing piece of art created by some of the most passionate developers I’ve seen in a while. Good job, Hatika.
man i have P ranked everything, done it all, played the shit out of cybergrind and just now watching this i realize i can coin the core eject and parry the drones as they dive
That random titanfall call out made me sad. I don’t have a pc and can’t play ultrakill, but I will always continue watching loveletters to the game like this while enjoying my console movement shooters. Thank you for making content like this and making me jealous of people with the money for a pc, I’ll get there eventually.
You earned yourself a sub as soon as you put Trans Revolver on my screen. Good thing too, the rest of your video is damn excellent I'm still trying to break myself into the real meat-and-potatoes of the execution-heavy stuff and I still need to P-rank most of Act 1, but I feel confident in saying Ultrakill is one of the best first-person shooters on Steam and it's only two-thirds complete.
That paragraph on doom eternal was so eye opening. it helped verbalize my only gripe on the game, those damn resources. It really does fuck the whole flow of combat
Here's why every gun in Ultrakill is a Zoner
coin revolver is a shoto
@@chaolinpescain Coin revolver is Johny Guilty Gear
Ultrakill is rushdown because he has to get close to the opponent to get life back
@@Ganmorg a rushdown/zoner combo. Sound OP
shotgun is rushdown, revolver is shoto, nailgun is zoner/trap setup, rocket launcher is... idk?
Ultrakill is a game where an insane finnish person keeps thinking to himself "I wonder if that would be cool" and being right every single time.
This comment looks suspiciously like the one in ultrakill's trailer. Kinda like you just copy-paste it. But you wouldnt do that would you?
What's up with Finnish people and making really good games
@AdBlock Plus Plus their social saftey nets are so good ppl don't need to grind work to live
Produces greatest game, produces worst fucking patches youve ever seen
@@SimaoRodrigues... When people like jokes, they tell them to other people.
One of the reasons I love Ultrakill is because when I die I don't feel like "this game is stupid that was unfair" I feel more like "I was this close to beating it all I have to do is kill in this order".
I feel the same, when I played the demo I died many times on the statues and sword guy, and then after many deaths I learned that it isn't too hard to dodge out of the way of the sword guy and deal damage while he's charging another attack, and I can dash in close to the statues to hit them with my shotgun and heal mid-combat
This is me until I try to p rank p1
I remember a few times dashing about and accidentally running right into a gargantuan corridor fan that I forgot about and I was immediately like "well shit :/"
fr except I'm still not very good at doing it in the right order evidenced by deciding the play for a mini boss in the wrath(?) ring was to exclusively use the slab piercer and my style suffered so much
Well, once you reach p2 it actually makes you say the first thint
Game is so good I have 1.1k hours in it. I really love a game that let's the player control a lot of the pace of the combat and that's one of ULTRAKILL's strengths like you pointed out.
The freedom one has in combat and the synergy between many of the weapons just opens up a world of possibilities on how you can clear out a room.
I fucking love this game so much.
good to see you here herb
YOU NEED SOME SLEEP, JESUS
herbmessiah jumpscare
why were you commenting on leon's youtube videos ON VACATION
My favorite part is how every single little detail is explained, like why does the rocket launcher explode on impact? Well it explains in the terminal entry that there's a needed chemical reaction that requires, get this, BLOOD to explode. First time playing 5-4 and seeing this little guy with spears sticking out of him and screaming his lungs out on top of a fucking water snake the size of your average death star makes you think "huh how did that get there?" Then you go searching, and BOOM it tells you why and how it got there. Gabriel went to strike the heart down, this even lines up with gabes own entry about how he "completes every task without fail" which makes sense because he did do this without fail, leaving the heart of the leviathan in torment for who knows how long! Everything has a purpose in ultrakill, story wise and gameplay wise. It's such a much needed break from the boring, linear AAA titles that leave you feeling empty. Ultrakill on the other hand leaves your balls FILLED
very rarely does a game come along that's so special, players find a game breaking glitched movement tech (slam storage) and instead of patching it out, the devs add support to make it more consistent, and even build challenges around it
That happened with shotgun boosting as well
"Even build challenges around it" Well um, 5-4 isn't supposed to be beaten with slam storage. Use your new gun.
@@pastatheh7041 🤓🤓
@@pastatheh7041 There's of course going to be some kind of "legitimate intended route" in a game, it's not like games are built only around their glitches.
@@pastatheh7041 gimme a source
Cool underrated thing about V1's design, their wings are actually where they store their weapons when not in use
Pee is stored in the wings
Wing is stored in the pee
@@mavrickalexander So that's why they're yellow??
@@Flamuski v2's wings change color, they should probably visit the doctor(mechanic?)
@@shazbeet OR just get more blood, duh.
For me, the biggest strength to ultrakill is that it tries its absolute best not to contradict itself. The game says you can parry projectiles and while most games would leave it at enemy ones, Ultrakill includes your own like the coins, shotgun pellets and drillbit. The game declares that the coin is triggered by hitscan attacks and then you realise that means any hitscan attacks including the railguns or your opponent's. I love game's that establish rules and ideas and then never contradict them.
i remember being blown away when my friend told me to parry my shotgun shot, i assumed the devs hardcoded that to not be a thing but seeing that i could parry literally any projectile including the ones i shoot out of my face was awesome lol
Only contradiction I can think of is in the opening tutorial segment it tells you that blood is the only way to heal, but then parries also restore your health
@@ryanc970 you're literally punching the blood out of them? What are you talking about?
@@The_Dumb_1_ Hey uh bro thats nice n’ all but how do you parry blood out of twins swords of an archangel
@@danolantern6030 with great effort
He (finally) did it. He made a video of it after months of praising the game.
Hey you’re a stoner aren’t ya? Hey alright
@@Sagaleon14 Can't shake the smell of butthash of being in stoner's chat room, no matter how much you wash.
Started playing this game recently, and it’s incredibly well designed. Some people call it a retro shooter, but ultrakill is its own thing, it’s not held back by any era of shooter design.
Ultrakill is art
@@D_387 absolutely, a master class in design.
ultrakill is just the peak example of games are shit today because they focus too much on the technology or realism of it all and then severely lack in the gameplay department.
props for hakita making ultrakill a modern unity title that wont bog down too much on lower-end pcs.
@@generic6099 I think that a game can be just as fun as ultrakill with a focus on graphics and whatnot, it’s just not a focus of AAA companies most of the time.
ultrakill's a good movement shooter
Every time I think I've learned all there is to know about Ultrakill I find out about 3 more strats I never heard of before and that's magical
I love the "movement shooter" subgenre because it's so fluid, there's no stopping, it's full speed at all times. It's like dancing with your opponents, dancing with high caliber guns
I've said this about ULTRAKILL before and I'll say it again. The adrenaline rush you get from playing this game is like snorting a line of crack cocaine dyed red with blood.
And it's GREAT.
Blood is fuel
wait until you play it _ON_ cocaine.
@@waterbottler2761 Hell is full.
@@ED-gw9rg But where is "mankind is dead"
@@mishagaming1075 I had to skip that so that the phrase would stay in order
The timing could not be more perfect - literally just had a session of Guilty Gear followed by Ultrakill before hopping on RUclips and seeing this.
That's the type of cohesion that's missing in my life
i HATE guilty gear
@@dkskcjfjswwwwwws413 why
@dkskcjfjswwwwwws22 good for you
@@dkskcjfjswwwwwws413 and i do not care
honestly as someone who already has the game, i admire the self-control necessary to _not_ gush about it for hours on end while spoiling literally the entire plot and every mechanic. like i don't mean that in a sarcastic way or anything, Game Is Good and i would find it hard to prevent myself from doing ^ all that if i had made something like this
Yet at the same time, I'm kinda looking for that, as someone who has played the game to how it is now, basically seen everything I kinda wana gush about it with someone over a video you know?
I love how the game doesn't _really_ babysit you.
It's _fair_ to the player, gives the player a lot of agency in what they wanna do when presented with a problem, all while not yelling at a player that they should do _this and that._
Ultrakill is such a fun game. Every time a new act comes out and I'm playing it for the first time I'm like "how the hell am I gonna perfect this level?" and then a week later I'm punching the glowing PP door waiting for more new content in between visits to the cyber grind on a near daily basis.
Same. I felt like a new player playing like shit because of being unexperiences lol. I love ULTRAKILL
I love both Ultrakill and Doom Eternal. Two of the best games I've played.
Comparing these two as in "Ultrakill is better" is an understatement however, because while yes, both are extremely fast paced boomer shooters with dashing, both games' gameplay loop are extremely different.
DE has more of a focus on resource management and enemy prioritisation, while Ultrakill leans more towards player expression. Eternal is more "restrictive" with its gameplay, while Ultrakill has more freedom and is a lot more fast paced.
I tend to like Eternal more but in the end its up to personal preference.
I like doom eternal better because it's more restrictive compared to Ultrakill. Ultrakill has an overwhelming amount of options that i never use. Doom on the other hand still supplies me with the same feeling of power but in a more engaging structure. It's why Doom eternal sits at 20 hours played and Ultrakill sits at 30 mins played
the games have almost opposite reasons for me loving them so much. Doom Eternal presents me with a panic attack essentially, and I have to muscle my way through it and become stronger than it, use all my tools and climb that mountainous challenge presented to me. In Ultrakill I AM THE PANIC, I AM THE MOUNTAIN, WHEN I DIE I BECOME AN AVALANCHE THAT WILL RAIN DOWN HELL UPON THOSE WHO THOUGHT TO RAISE THEIR VOICE IN MY PRESENCE. I AM A BEING OF DEATH WHO IS DESCENDING INTO THE PIT FASTER THAN ALL OTHERS AND WHEN I HIT THE BOTTOM I WILL LAND FEET FIRST AND EXPAND THE CRATER EVEN FURTHER
@@qwertyqeys my man just chewed the scenery as though Judas was asking Jesus if he really is "the One".
Agreed. I also think Eternal is better because it does a better job teaching the player the skills they need to survive. Ultrakill doesn't really do a good job of forcing players into its systems. Everytime I watch people play they just breeze through everything until they land into the wall that is V2. But because the game wasnt hard enough to push plsyers into learning how to use the coin they struggle an obscene amount with the fight.
I'd liken Doom Eternal to Breath of the Wild, using its resource management systems to force a certain style of gameplay on the player. I just don't know what I'd compare Ultrakill to in the same genre.
I love Ultrakill too. It's just not afraid to be like "i bet this mechanic would be cool" and then put it in the game.
it also does that thing that's really hard to achieve where you give the player a ton of tools and make it so that when the player asks "hmmm i wonder if I can do this" the answer is always yes". Because every weapon can interact with every other weapon in a billion intuitive ways, and a billion more unintuitive ones.
Definitely the best single player fps I've ever played. but if we're counting multiplayer games too then team fortress 2 steals Ultrakill's top spot ://
Hakita is one of the chad developers that turned bugs into features. Take projectile boosting and slam storage for example. I know Notch did this in Minecraft when he messed up the Pig design (now it’s Minecraft’s icon). Another example of a dev doing this is Andrew Spinks with the hoik in Terraria
ultrakill is incredible, even as someone who’s incredibly messy at it. truly a unique game that just really lets you experiment with everything
messy = good >:D
I liked the part where V1 yelled "ITS SSSHITSTORM TIME"and ultrakilled all the bad guys.
Common leon massey W
Leon Massey Ls are incredibly rare, 1/8192 (or 4092 in newer consoles)
Leon massive W
I love how ULTRAKILL both has a story that’s sort of interesting and also does not give a shit if you care about the story or not, it knows you’re only there for the high impact Gabriel violence.
I was one of the players that started the demo, saw that I couldn't shoot that well and dropped it at the first boss fight (before the shotgun).
I felt bad that I didn't love this game that everyone was praising and I put it down for a month; then I saw a video of parrying your own shotgun shot and decided to give it a go to at least try that cool looking tech. Now I'm addicted
And here I am beating it with a controller lol
I love how hard you went on trying to say all the things you loved about the game without spoiling anything. I played the game after I saw the Funke video on it, and while that video is also very good I feel like it takes away from the discovery of a lot of the cool shit. The way you focused in on a few of the mechanical touches while having a lot of clips that would make you go "Woah, how'd he do that?" in the background is really incredible way of handling it. I may or may not be reinstalling the game right now to play the new content after ignoring it for however many weeks, great vid.
I love Ultrakill, its my second favourite game of all time (After +R of course) and one thing I really love about it is how it basically has an answer for everything in the game.
Q: Why does the graphics/Levels look so simple? A: V1 was designed to render the environment as simple as possible for faster processing. Q: Why does the song play in the terminal? A: It was just a test to transfer data between terminals and only [part of it was uploaded so that's why it loops. Q: Why does Minos Prime call you useless after you respawn A: Its basically him telling you Skill issue
I fucking love this game, I played the demo so much I had 32 Million P lmfao
I did buy the full game during this year's summer sale and Im really enjoying it
Good Game, has Neuron Activation. Cant recommend enough.
"Why can you projectile boost your shotgun shots?"
It was a bug that the dev decided to keep in.
Can you still play the demo ?
@@Breakaway-ic5gj yes. Any day, anytime. Though I'll miss out on the weapons and cybergrind.
@@collinsgichuhi8255 Can ya tell me how ? I have to see if it works or not on a potato
@@Breakaway-ic5gj it's on steam, i recommend it, since you can play a good amount of the game.
I don’t usually like games like this, and I don’t even know what motivated me, but I got this game a little bit ago and my god does it SLAP
Just after I watched this video, I jumped on the demo. Took me about an hour to finish. I never had a shooter experience that thrilling. Thanks so much for this amazing video and for making me discover that game. Can't wait to buy the "full" game :)
6:20 This part was genuinely so cool to me. If played Ultrakill before at a friends house, and I learned to time my shots well enough, but didn't play enough to learn about coin ricochet and flinging out three at once to pop three enemies. Good stuff, Leon.
Ultrakill is one of the games ever made, but many ̶H̶e̶r̶e̶t̶i̶c̶s̶ people complain about the lack of a very important feature.
Robot sex.
there are still 4 secret levels that havent released, there was already a visual novel one so maybe there will be a porn one. We can hope.
Wait what
@@jambott5520 Pre-enlightening me would agree.
@@TheSpaceComputer Gaze upon the reviews and you shall see.
So before I watch the video I gotta say, Ultrakill is still fun even if you're a casual. You don't need to shotgun boost or slam storage or even be good at shooting coins. Core eject exists, screwdriver exists, Malicious Rail cannon is awesome. Yeah, 1-4's boss will kick your ass, but you will still have a great time.
Ultrakill is the only game I’ve seen with this much heart and soul put into it since Minecraft
Good video! Got some issues with it though, mostly around your stuff about Doom Eternal.
I think its kind of weird to compare the two games beyond surface level appeal. I think Ultrakill and Doom Eternal want to accomplish very different things. Ultrakill is a lot more about freedom of combat and all that as you said in the video, but Doom Eternal's combat is not about "resources". It's about challenge.
Enemies are far harder to take out in Doom Eternal than Ultrakill. Many of the enemies in Ultrakill have weakpoints that instantly kill them, whereas the weakpoints of Doom Eternal debilitate enemies or remove their strongest ability. Combat is more strategic, weighing ammo and weapons against foes and enemy combinations. Ultrakill has one major resource to manage that is extremely easy to get back (health), almost to the point of removing all challenge if you're good enough, while even the toughest of Doom Eternal masters can sweat if their armor or ammo drops too low. If Ultrakill is freeform jazz, Doom Eternal is rapid-fire number crunching. I don't think they set out to accomplish the same thing, and both are fun for different reasons.
This is most easily viewable with the community around both games. Ultrakill's fanbase are all about that sick tech, Doom Eternal are all about Nightmare and Ultra Nightmare runs. One is about the flow and freedom the combat gives, the other is about accomplishing a challenge. Ultrakill has a lot more in common with DMC then it does Doom Eternal imo.
THATS EXACTLY WHAT IM SAYING. Both are amazing games that I've put hundreds of hours to, and ppl really stop comparing them on just the surface level. I love Eternal for its enemies and weapon combos, and Ultrakill for its crazy techs and movement.
I think the best comparison to make is between the Marauder and Swordsmachine. Both are high-level enemies that dont show up often, and are best approached via close quarters combat. How you approach them is completely different in each game.
I was about to make a comment like this but you just said exactly what I was thinking.
thank you for pointing that out. imo this video honestly feels like its one giant dickride for the game rather than just trying to critically advertise it to the would be viewer, especially with how he presented his comparisons to doom eternal it just exudes that feeling of i completed doom eternal from a spectrum of hurt me plenty to ultra violence guy. i honestly dont think that comparing ultrakill and doom eternal is a good idea, its like comparing a chisel versus a jackhammer in a mining/rockbreaking contest, like obviously the fucking jackhammer would win said competition.
this is pretty much exactly what he said at 11:11, just from a more positive perspective. including and especially "it's weird to compare these two games beyond surface-level appeal"
@@zettatoad Oh sure, but I think the way he framed that comment (and the paragraph itself) rubbed me the wrong way. It's odd to boil down a game's combat like that, especially one as comblex as Eternal. Is Ultrakill about "points" just because everything funnels into the point system? Yes and no, because the game is about scoring big, but there are many things at play outside of that to make it more interesting. Eternal is not about expelling and obtaining resources, at least not completely.
One of my major problems with Leon as a video creator is that he tends to make big declarative statements about subjects outside of the video and then cannot elaborate on them within the framework of his essay, which leads to weird situations like this.
Don't get me wrong, I really love Leon's content. He has a very ecclectic style- I just feel like he should think about what information he's bringing up and how it's being made relevant to the subject.
ah yes, the 20-billionth video about how you should play ultrakill.
Liked and subscribed
one of the reasons i stick so hard to ultrakill is how approachable it is with mechanics. i've never played a boomer shooter before and im not great with fps strategies, but the way the devs allow you to practice (without penalty) and explore at your own pace makes it easier to come back to for me. it's a skill ceiling that you can attain without having to play other games first, at least for me. it's the first game where losing to a boss fight 30 times in a row doesn't frustrate me, it invites me to try new approaches and learn and grow my skills.
tl;dr: I've never played a boomer shooter and Ultrakill is an awesome experience for me.
I sill can't fight Gabriel without laughing at his voice lines. Then the fucker starts dashing with blue afterimages and spiral swords?! I love the devs so much.
I've been playing Ultrakill for months but I've only been able to get my hands on the demo, despite that it's still insanely good and feels amazing to play even though I've been playing the same 6 levels for ages. It feels like tuning a skill and after a while it forms a super tight loop that feels fantastic to execute perfectly.
Edit: got a cracked copy a while ago and damn the full game is good, trying to build up that loop I was talking about in the rest of the levels now lol
i've seen a ton of ultrakill reviews, but this one was by far the best. Excellent job.
Turbo Overkill did this for me. It was superb gameplay and I thanked the amount of John St.John I got.
Fun = Choices divided by time
In, Ultrakill a thousand choices a second = Fun
Idk, some people would call that overwhelming. Ultra kill balances “fun” against “overwhelming” really really well so every level and boss is within reach of even a lower skilled player like me, so it may take two or three restarts (or 140 for Gabriel II) but you’ll get it eventually. The game rarely leaves you feeling like you couldn’t have done a little better when you die
@@willmungas8964 What is was saying was that games that lack content, or have easy/little consequences for what you do are boring. But Ultrakill has enough important decisions in every battle that creates tension and fear that you may lose. That tension is what is so entertaining about difficult video games, so a tense action game is a complete success.
RUclips finally works cause I am not subbed to you or have watched any of your content before but they recommend this video to me and after a quick breeze of your channel Im glad I found this 👏👏
You did a good job . I want to play ultrakill now
0:30 I was so damm surprised because titanfall 2 was the exact same thing what I was thinking of that's crazy man
Okay, a few tangents here.
First of all, this is easily the best review of ULTRAKILL i've seen in a while, and it perfectly captures my feelings on a lot of the game.
I'll add some of my notes to it though. SPOILERS AHEAD.
I feel like a severely underrated part of ULTRAKILL's design is how unique its world is. Yes, its set in hell, but like you said its not "Hell" as in what you think hell is. Its wonderfully subversive, and ULTRAKILL perfectly lands its world openers every single time (except for gluttony that was kinda boring). Hell, even in the first minute of the game, you get blasted with that ULTRAKILL Intro.m4a and you KNOW this is a game for the ages. I love how it completely breaks the user's expectations as to what everything will REALLY be in the game, it honestly gives some of the same vibes as meta-games, without a lot of the pacing issues. For me, personally, it really made me confront the expectations and tropes I have for every game, made me question WHY it has to be that way, why can't it be more unique, more fun?
Also, ULTRAKILL is a gay awakening game and you can't silence me
No, I'm serious!
V1 is a protagonist that was created to kill all of its creators enemies (its a war robot). It's still killing, but not for anyone. but for itself.
(You should probably stop reading here if you don't wanna get spoiled for ULTRAKILL's story [yes it has a story {yes its good}])
Gabriel is an antagonist that was created to serve and kill for God's will. Again, by the end of act II, he's still killing, but not for anyone, but for itself.
ULTRAKILL as a game is really about expressing who you really are, and not forcing yourself to fit into the same mold that everyone expects you to fit into. INFACT, ULTRAKILL IS LITERALLY THAT. ULTRAKILL IS a game that does not force itself to fit into the same mold as every other boomer shooter (with its unique fun mechanics, its subversive take on hell, etc), making it at its base a very similar game to its contemporaries, but having it be wonderfully expressive on a deeper level. YOU, as an ULTRAKILL player, are encouraged to not fit into how every other player thinks you should play, and just play how you really want to.
ULTRAKILL made me trans
Yep. ULTRAKILL is a game that is not afraid to break the mold as to what a FPS set in hell should be like, literally the first thing you see after beating the prelude is a calm and beautiful sky in what its supposed to be the place of the damned. Those things and much more are what makes ULTRAKILL stand out to any other game of its kind.
Also, while not the main reason, ULTRAKILL helped me realize im pansexual after i had way too many... thoughts in regards to Gabriel and Minos Prime, so there is that too.
@@Fran-mr5gz Gratz!
with all of the devs being lgbtq, you better believe it!
I feel like ultrakill made me bi, but probably there are a lot more into it, but yeah, I couldt have the same joy before ultrakill that I have now
@@TheDJBrojo Everyone but Dave Oshry (head of NB) and Gianni
as a ultrakill player you need to play ultrakill and remember "Mankind Is Dead, Blood Is Fuel, Hell Is Full"
The video's so well made, if I haven't been playing this game for as long as I have this probably would've got me hooked. Well done!
also the speedruns are very cool must watch!! the game hides so many secrets
the amount of movement options is enormous and confuses me to this day!
Ultrakill really feels like the devil may cry of fps games. Wild experimentation with the goal of the player feeling cool
Oh man contrarians are gonna hate this game so much because of how praised it is getting.
Like a third of the comments on this video are exactly what you're describing lol
I’ve been arched many people gush about ultrakill, but this review took such a unique take on it that it had me seeing things about why the game was good I hadn’t seen before, despite having enough hours to have p-ranked the prelude and act 1 entirely. A wonderful review.
I was playing it, and after I blind-ran into using the coin I thought to myself "I wonder if I can punch it." and I did. It worked, and I laughed, and I have been in love with the game ever since. Can you imagine how I felt when I killed Maurice with his own laser using the coin? Or when I parried King Minos by pure accident?
It's been since it basically started on early access that I began playing. Hakita, the developer of the game, is a frequent user of a forum I love, a place where old Gmod users hang out. So, when the guy posted a game that he was making, I'm like "huh. this looks cool." The rest is history. I agree with Leon, this might be the best FPS I've ever played.
Ultrakill is a straight-up sandbox of mechanics, ask a question if things work and most likely, the answer is yes til it's too powerful and gets patched out or nerfed.
I'm Swordsmachine, and I approve this message.
The dopamine rush when successfully pulling off a Rail-Punch-Coin and instantly vaporizing the enemy is just… *chef kiss*
i hate the ultrakill versus doom thing, yea ultrakill is better but i dont want ultrakill vs doom being a normal thing
you and me both, but looks like it never ended 😭
I hadn’t heard much about the game and then randomly stumbled on a meme on my Twitter timeline that had the 6-1 music. That alone had me interested, anything with that soundtrack is worth looking up. I have no experience on single player FPS but as soon as I saw the gameplay I knew I’d have to eventually check it out. I may just need to do that soon.
You know why you like the Coin Gun?
Cause you're a Venom main. You like throwing something out and hitting the thing with another thing and making funny things happen by making two things hit each other
Very articulate explanation as to why i love this game i already have hundreds of hours in
Thank you for putting how cool this game is into words that are more descriptive than "ADHD THE GAME"
I would love a spoiler video followup to this. I really want to see your in depth look into the game so far. Specially with the last major update dropping a few weeks ago (I still have to play it).
Honestly, this is what every game should be: an idea pushed and reiterated over and over to keep it fresh and fun all the way through. Repetition is what kills games imo, and a lot of triple As today base their content too much on that
i can’t wait for the game to fully come out and triple a devs start complaining about it on twitter
This has honestly been the best Ultrakill analysis video I've seen yet, and I've seen a good deal of them. The way you break down the gameplay loop and how it differentiates itself from games like Doom Eternal is spot on and highlights what makes this such a monumental step forward in first person shooters. I've recommended Ultrakill to just about everyone I know that plays video games because I think it is currently making history. Amazing video, subscribed
All my favorite youtubers are making ultrakill reviews and Im here for it
This is the best review of Ultrakill I've seen. It explains all the nuance that makes the game so enjoyable that most people won't even realize, and those that do like myself find it hard to put it into words.
I need one of these games in my life. I have narrowed it down to a list of 3 potentials. Ultrakill, Prodeus and Turbo Overkill. My favorite FPS games were always the ones that put a focus on style and spectacle. Its funny you mentioned bulletstorm because I was obsessed with it on 360. It wqs super satisfying in a very specific way. I think about it all the time.
Ultrakill is a game where I repeatedly went "wait, does this work" and the answer was *always* yes.
The moment I figured out I could *punch my shotgun bullets to make them explode* is one I genuinely smile at when I remember it because that was *so fucking cool* and started me off on trying to figure out what other cool shit the game has for me to find.
I love finding channels that just found out about ultrakill and talk about what they like about it. Good vid man. Also Hot DAM, this is well done content.
+1sub
YES HE’S BACKKKK (first
Hey, just wanted to come back to this video and like. Thank you. I literally never enjoy FPS games, for all the reasons you described. But I love your content and respect your opinions ("Projectile Manipulation" got me to start playing Venom in Rev2), so I decided to try this game. Now it's 12 hours later and I can finally say I truly love One (1) FPS game :p
i thought this game was a visual novel????
thats just a funny level
@@theelusinianmysteries damn I was hoping to fuck some robots guess killing everything I see will have to do.
I feel like the best comparison you can make between ultra kill and another game is sonic with guns
I love both Ultrakill and Doom Eternal a lot, not sure why everyone pits them against each other so much. I do miss the score multiplier from Doom 2016’s arcade mode though, which was EFFECTIVELY a style meter and felt super great. It encouraged taking on every level as fast as possible while doing it in style. Wish Eternal had a mode like that.
it’s really unfortunate especially since most of the fanbase just generally agrees both games are different and great. ultrakill wouldn’t really exist in the polished fun state it’s in now without eternal and people like leon kinda need to acknowledge that more
Doom Eternal is an FPS dipping it's little toe into a little character-action genre. Ultrakill blurs the line between FPS and Character action so well it's DevilMayQuake tagline is well deserved.
Also that Act 2 ending AAAAHHHHHHHH
Common W
Great video that I can recommend to people who haven't played ultrakill yet.
"parrying and chargeshots don`t have a place when you get deeper into the game" says a guy who hasn`t found out about gabriel 2 and slabs
Gonna watch the video later but you sure he doesn't know about gabriel?
@@guy229 he did beat act 1 from the footage and he does have the rocket launcher but from just how bad and boring his playstyle is (consisting of only coin spam which you can notice because his marksman revolver is always stale) + the fact that he says the charge is useless while having clips of him with the default revolver in act 2 is him just not knowing or somehow being stupid enough to not be equiping the slab i can say that he probably does but he beat him after 30 tries on normal difficulty.
@@yesimrealhuman4245 damn
This game is literally the best combination between original Quake and Doom Eternal
Everyone play Titanfall 2 pls
Channeling your inner Sterling with that 6/10 with Vanquish on the screen. Always glad to see appreciation for ULTRAKILL though. Its goddamn masterpiece already.
Vanquish was a proto Ultrakill... Why?
leon you said doom eternal was too high amp for you and now you make an ultrakill video have some consistency smh
i arrived here after googling the game bc i kept seeing horny art of the characters on tumblr and i DESPERATELY needed context and I left with a much deeper understanding of gamedev than i had before (and i have experience in gamedev!) something about your insight just made like 20 things click in my brain. fun video, and now I want to play it. hell yeah
i guess uk's whole thing, and what makes it different from other cinematic schüts, is the motto of "give players options, give options use, make coolness one of said uses"
meaning that even the least practical, most convoluted tech that can only happen when 20 seemingly arbitrary conditions are met will be rewarded by the game
...or just scrongbongling things, whatever prepares your thyself
Sounds like you need your shooters to be complicated, with a lot of mechanics and whatnot, in order to feel gratified. I personally prefer my shooters to have a real life day or so of build up and quiet time, and then like twenty minutes of balls to the walls action.
Lots of quiet time interrupted by sporadic action. Guessing you play Arma 3?
As someone not good at shooters and who bounced off Devil May Cry and similar style-driven action games, Ultrakill is the most fun I've ever had with either of those types of games. Learning how to absolutely style on groups of enemies to see the good number (or letter in this case) get big and go up is easy, but not trivial. The tech skill (railcoining, coin adding, slam storage etc) that adds to quick movement, quick big enemies kills, big AOE damage, or all of the above isn't the most difficult on an execution level, but rewarding to pull off in the heat of a clusterfuck like when a cybergrind wave decides to spawn 2 Hideous Masses or idols AND a mindflayer. Despite the pastiche of difficulty in trying to maintain total style, not die, and be fast, the main difficulty isn't in exectuion, but in situational awareness, hell the two easiest ways to build style, nuking a core eject and using coins, are pretty much just skeet shooting a mostly predictable target. In reality the hardest part of playing ultrakill well, especially on higher difficulties is staying alive, which is maintained pretty well with style-ramping aggressive gameplay, but harder to do with safer strats like just nuking a bunch of enemies if you're too low to do that safely AND heal, or just hanging back and throwing coins to safely snipe. If you haven't played Ultrakill do it, and if you haven't fallen in love with ultrakill, watch a guide on how to do cool shit and then just give it a go and you probably will.
I honestly don't understand why everyone that praises ultrakill has to shit all over doom eternal in the process. Even if i vastly prefer ultrakill over doom, i still think doom eternal is a great game that does some things even beter than ultrakill. I get that people compare them because they are very similar games but i'm kind of tired of people shitting all over doom for no reason.
yeah but people cant help but compare
Who shit all over doom eternal?
Oh, didnt know you had an ultrakill video. My favorite game period.
I've said this before and I'll say it again. My favorite part about Ultrakill is how often you're able to ask yourself "Hold on will that work?" and the answer isn't yeah, it's *_fuck yeah._* Spoilers for mechanical shit and maybe bosses IDK I haven't written the rant yet.
Coins really are the perfect example for this. Chaining coins, coin punches, launching the coin into orbit with explosions or the Knuckleblaster, the ultraricoshot, railcoin setups, coin eject/rocket snipes, if anything it's a shame they took out the orbital coin eject snipes in a recent update cuz orbital nuke was really cool. I think my favorite example of coin mechanics that make sense a player might be hesitant to try is the chargeback, and for good reason, but the logic is sound. If the coin reflects any hitscan shot, the Malicious Railcannon is a hitscan shot, and the Malicious Head's charged shot is an exact copy of the Railcannon's shot, can you reflect Maurice's own shot onto him with a coin? In most games the answer would be no. In Ultrakill you get extra points for it, it's called a chargeback. You can technically do it with any hitscan attack made against you but Malicious Heads and Sentries are the only enemies to my knowledge that use any hitscan.
I feel like currently it's mostly agreed upon that the worst, or more accurately least good weapon in the game is the Screwdriver Railcannon, and despite the fact that I spammed it like nobody's business on my first playthrough, I completely agree. The Screwdriver has the most base damage out of any Railcannon variant, but extremely limited ways of increasing it and is strictly single target, kind of. Its utility falls off with skill, as its main use is making an enemy bleed continuously and thereby healing you if you're near. Reliable healing is good early on but once you're good enough to not get hit as much and are able to get blood more reliably, that use is more or less useless. You can punch the drill out of an enemy and into another with the Feedbacker which I believe resets its timer and allows you to affect more than one enemy with it but it's barely worth the hassle. The Screwdriver's best uses are against Hideous Mass which it is able to kill extraodrinarily fast, and Mind Flayers which it stops from teleporting for the duration of the drill. It isn't a bad weapon by any means, nor is it useless. But it's not good *enough,* especially in a game like Ultrakill.
That's what is kinda annoying about people like Mayo when they play Ultrakill- they refuse to have fun.
Yeah, you can be "efficient" like in doom and such, but where's the fun in that. Ultrakill ain't stopping you from having fun with your arsenal, ain't stopping you to see flashy shit every time you blow up your enemy. Stylo meter is a side dish, the spectacle you unleash cathards hard
It took me way to long to realize, “Hey! That’s the fighting game guy!”
I love how you keep the spoiers to a degree where people who have played will understand
This game needs a Xbox one port NOW 🙏🙏
I’m a pretty big yet casual doom fan but there hasn’t been any content in a bit so I came across ultrakill expecting a game to play as filler until the next big fps game came out.
Let’s just say it would be insulting to say this game was filler.
This game had me genuinely intrigued and then next thing I knew I was a fan, the lore is extremely intriguing, the gameplay is very fun, the style is refreshing (given every game these days focuses on realism), and over all disregarding a very small few personal problems I have with the gamplay loop and cybergrind, it is a good experience. I wouldn’t say it’s better than doom eternal because for me at least, doom is just way more replayable (disregarding cybergrind) but I can’t say it’s worse either. I would like a few changes to the cybergrind and maybe a few extra game modes, but aside from that and maybe level replay ability, I think it’s just an amazing piece of art created by some of the most passionate developers I’ve seen in a while.
Good job, Hatika.
man i have P ranked everything, done it all, played the shit out of cybergrind
and just now watching this i realize i can coin the core eject and parry the drones as they dive
idk i couldnt bring myself to play more after Gabriel
That random titanfall call out made me sad. I don’t have a pc and can’t play ultrakill, but I will always continue watching loveletters to the game like this while enjoying my console movement shooters. Thank you for making content like this and making me jealous of people with the money for a pc, I’ll get there eventually.
My mans pulled out the POKÉMON MYSTERY DUNGEON MUSIC, so I know this game’s gotta be fire.
At least the "doom eternal on a budget" video got me into this amazing game
My favourite part is the fact that no weapon becomes obsolete. The weapons at the beginning of the game are still useful at the end.
ultrakill players watching a video about why ultrakill is good for the 112th time:
You earned yourself a sub as soon as you put Trans Revolver on my screen. Good thing too, the rest of your video is damn excellent
I'm still trying to break myself into the real meat-and-potatoes of the execution-heavy stuff and I still need to P-rank most of Act 1, but I feel confident in saying Ultrakill is one of the best first-person shooters on Steam and it's only two-thirds complete.
the cherry on top is playing the game since launch has the benefits of patch notes that ADDS MORE VANQUISH TO THE GAME.
Why the video said it was 6/10?
“I have about a week,” and then a week later the queen dies.
OMG IS THAT TOMODACHI LIFE MUSIC!!!!!! (also the video is cool)
That paragraph on doom eternal was so eye opening. it helped verbalize my only gripe on the game, those damn resources. It really does fuck the whole flow of combat