@SchwingyPOV also, I'm sure you know this but the entire game was made only by Hakita. There is only one dev and he made all of the music and sfx and stuff
The older levels are, in fact, getting a graphical revamp along with a code re-write to improve performance across the board! The level design, however, will remain unchanged
@@SchwingyPOVI think the first layer works thematically and lore-wise, it's layer zero since you're not actually in he'll yet, you're in the remnant factories made by humans to harness hell before they were wiped out, thus the tight corners, deathtrap machinery, etc.
@@WreedTrimmer small issue with that: you don't unlock the jackhammer unless you dig through 7-2 which you'll only likely do on your second or third time through it
Yeah I mean I'm not gonna claim that everyone who plays the game for the first time will feel the same way I did about it, but I figured I would mention my experience! Replaying the levels for P-ranks was simple enough since the enemies are straightforward and with the whole arsenal unlocked, it's really easy to get through.
@@SchwingyPOV i dont agree with your opinion on the prolouge. its not hard and it starts of as a point and click game with wasd and a space bar. then it shows you that you can dash and slide and groundpound and the game starts to open up. i dont understand what you mean with the enemy surrounding you part. they just walk to your location and attack. theres no complex ai. its a good tutorial and yes. it could be slightly better but its a really good tutorial
important note about the style meter: initially, there was little reason to keep your style level up, since the end-of-level style is cumulative and easy to complete to rectify this, hakita connected it to hard damage, the grey part of your health bar. when at S ranks, hard damage depletes *much* faster, and when at ULTRAKILL, you are *entirely immune* to hard damage. the fact that ultrakill can connect something like a style meter to its combat is one of the things that just make it so fun to learn for me.
@@cewla3348 Unless you're doing Cybergrind shenanigans, you're usually full health when using the whiplash at ULTRAKILL rank from my experience. Edit: I should add that I don't do Cybergrind. At the moment, I'm still grinding P-2 P rank Brutal on and off.
@TheMagicDragon-mm5dr the big thing is that when you reach ULTRAKILL, you immediately lose all hard damage, and the first hit afterwards deals no hard damage
Since you asked, here's a few ways to use the rocket launcher: Freezeframe is one of the best mobility tool in the game, and is essential for high wave cybergrind gameplay. You mentionned being able to ride the rockets, but with the proper technique and a bit of practise there is a way to mount the rockets instantly (known as a "quickmount"). Oh yeah and you can rocket jump too, wouldn't be a proper rocket launcher if you couldn't! A rocket that hits a falling enemy will produce a stronger and bigger red explosion, it's very satisfying, I love using the shockwave to launch enemies and then shooting one of them in the air to obliterate them. Alternatively, freezing your rockets will cause them to glow about a second later, in this state they will always produce a red explosion when unfrozen. You can use this to set up big damage on stationary targets, or just stick a magnet in them and watch the rockets fly right into them (yes magnets attract rockets) The srs variation (cannonball) is really good against Cerberi and Inssurectionists. Rocket launchers in general do a lot more damage against cerberi, if you hit them with the cannonball and then punch it back at them they will die, if you do it quickly you can basically instakill them. Hitting an Inssurectionist with a cannonball will make them fall on the ground, allowing you to do whatever you want to them for a short while (i'd recommend using the red rocket variation to cover it in oil and then to set it on fire with the overheat nailgun for big damage). Guttertanks use rockets. They're the same as your rockets. I'll let you figure this one out if you haven't already.
Thanks for the extensive breakdown! It will come in handy! The only part I knew was the cannonballs and cerberi thing but yeah, it's all helpful information.
@@SchwingyPOV The cannonball-punch the same cannonball again combo also one shots virtues, sentrys (very usefull in P-2) and in general is a very good way to chunk an enemy down.
Must shoot pocket change. Must shoot pocket change. Must shoot pocket change. Must shoot pocket change. Must shoot pocket change. Must shoot pocket change. Must shoot pocket change. Must shoot pocket change. Must shoot pocket change. Must shoot pocket change. Must shoot pocket change.
27:57 Slam storage is actually a bug. When Hakita found out about it, instead of removing it he added easter eggs that are only reachable using it. Truly the best dev ever.
@@SchwingyPOV you can punch the drill with the feedbacker to do all its damage at once. So if you time it correctly, you can essentially double its damage
@@SchwingyPOV (as a addon to the comment above) when you punch the drill it's relaunched. This does enough damage to kill malicious faces. Pairs of enemys like sentries, malicious faces, and virtues will be demolished easily by the drill. Some enemys like Cerberuses might have to have you punch it multiple times between them. The screwdriver is a very powerful tool and weapon. (It also can summon lightning in 5-2 and 5-4.)
18:01 Once the Gutterman's shield is broken, they will start using a parriable punch if you're in melee range, which stuns them for a sizeable duration if you land the parry.
Dunno if anyone's pointed this out, but I'll do it here anyways in roughly the order of when you talk about stuff related to it. 1: Punching your shotgun pellets was a developer oversight originally. They use the same code as the Swordsmachine's shotgun pellets, which are parriable, so therefore you can punch your shotgun pellets. Hakita left it in cause it was badass. 2: The Railgun's "Secondary Fire" mode being a zoom was originally not in the game. People kept complaining at Hakita that the Railgun has no secondary fire, so he added the zoom just to make them shut up. 3: The Sawed-On Shotgun can be parried with the Knuckleblaster arm (The only thing the Knuckleblaster can parry by the way, not counting the explosion which can parry multiple projectiles at once.) which detaches the chainsaw and makes it fly around the room while mildly homing in on enemies. No clue why this was added, but it was. Probably cause it was cool, as always. 4: The S.R.S Cannonballs, when fired, can be whiplashed back to you and then punched. Makes it a lot easier to instakill Cerberi. Also it's a Serious Sam reference. Don't wanna make this list just "Here's how to get better at the game" obviously, this is just some fun facts. 5: Mindflayers are sometimes considered trans representation in the community due to their lore of deliberately choosing a gender despite how inefficient having a human-like body is and them being willing to die rather continue to exist without it (Since the head is the actual robot, the body is just plastic. Also yes, all the robots are sentient). I personally take this interpretation of their lore as canon. Also as a trans woman, I can confirm we are probably all as annoying as them in a fight. 6: For a less serious fact about the Mindflayer: when they are in their death animation, you can knuckleblaster them to send them flying and explode them elsewhere. Never been able to use it in any practical capacity, but it's a free blue explosion (Which I THINK, emphasis on THINK, deals the same or more damage as a red explosion) 7: People asked Hakita about if PVP will be added. He said no. Man. 8: You did find an easter egg. In order to get the alternate Revolver, one of the secrets you have to go through involves a "boss" with a rat and then a miniboss against a bigger rat. This is an easter egg to the youtuber Civvie11 who has made videos on the New Blood games (New Blood being the publisher of ULTRAKILL)
These are all great fun facts that I didn't know about! Really love that Hakita is all for keeping bugs in if they make the game more enjoyable, not many devs think that way.. I did realize that the rat thing was probably an easter egg, but I didn't know of what... :D Thanks for sharing all this, always fun to learn new things about a great game.
i love the shotgun fact, bug ? nop it a feather (remind me of hoink from terraria, which the dev said it was now official (for those wondering it a movement glich whit block orientation, go take a look, i'm not going to explaine it more, i dongt fully understnad it))
Something I did in order to use the knuckle blaster more was to bind its punch to the "c" key. So now I never need to press the switch key, just "r" for grapple, "f" for regular, and "c" for that.
Some explanation on the nature of the prologue levels: They are supposed to take place in the Mouth of Hell, not Hell itself, basically it is a refinery where resources extracted from Hell are refined and sent to be used on the surface. That’s why there are crushers and grinders. Though it is not really obvious. The redesign however is going to be imporving on things so it is a little less subtle about that fact. Considering most players play through these five levels without knowing much about the game or its lore.
@@SchwingyPOV I only have two complaints about it: it's short but it's on purpose so it's replayable and can be very easy (but there are 2 difficulties that make it more challenging). Also it has a demo on Steam but it's outdated
Coming from a hardcore ultrakill fan/speedrunner/ nerd. This is actually the best ultrakill review ive ever seen! You didn't just touch on the fact "Oh its chaotic and fun!" You looked at the sound design, music, story etc. Actual amazing video dude, keep up the good work and you earned a sub!
Thank you very much!! I tried to touch on a bit of everything without going super in depth on it all and getting bogged down in the technicalities (which I am not knowledgeable enough with anyways)!
if you're willing to look into it, the lore for this game actually goes pretty deep and IMO is extremely fascinating. you wont get the bulk of it just playing the game normally, though. you have to actively seek it out. also, even if you're not intending to play it, I would absolutely recommend checking out P-2 on youtube or something because it is insane how brutally difficult it is. if it puts it into perspective, I P-ranked P-1 on brutal on my second try of playing it on brutal, but it took me almost 2 hours just to beat P-2 on brutal. It makes me scared for P-3, especially with UKMD... anyways, always cool to see new people play this game and I enjoyed the review
18:00 The main strat for the Gutterman is to stick close to him after his shield breaks and shotgun swap in its face. Most people don’t know this, but if you time your shotgun blast with a melee attack, it can parry it, lead to even more damage and a stun.
Because of punch decay (punches getting slower as you parry more), using the rocket launcher while shotgun-swapping / projectile boosting basically allows you to keep doing consistent mid-range explosive damage. Normally I projectile boost twice and then switch to the rocket launcher, then repeat. The SRS is also great because its alt fire deals high damage, especially if you parry it back into an enemy after it bounces off. Hope this helps!
18:01 the easier way is to actely get close to them yes i know it sounds weird but if you do they will perform a Millay attack that is realy easy to parry , so you can take advantage of that ; D
I’m really, REALLY surprised this video is made by someone with a criminally underrated channel! You deserve MUCH more subscribers, your videos are beautiful!
To deal with guttermen: i suggest using the individual arm button keybinds (yes they are a thing that exists, you're gonna love it) and using the knuckleblaster to deal with the shields, then getting close and parrying them with the feedbacker every once in a while to reset their tracking.
One thing I love about this game is when people find bugs that the devs never intended to be a mechanic, but they're just like "Y'know that's cool, give it a style bonus now" The punching your own bullets that everyone always mentioned was an accident but that doesn't mean it needed fixed, that was simply too cool
18:00 i found that after you break their shield, you can just stay up-close and personal with them making them try to punch you. However, you can parry these punches, which staggers them so you can just bully them at close range. Btw some knowledge that i slept on: doing a parry heals you to your current max hp.
Hakita is currently working on what I am affectionately calling “The Facelift Update” he seems to be going through the levels and revamping the feel and style of them. I’m very excited for it.
Cool vid! Few things: Idk if this was specifically referring to the puzzle section in 1-4 but the comment about needing to find a obscure entrance is kinda misled. The footage with the window shooting is a shortcut, the intended way is to collect the skulls which the book in the level tells you where they are. Just fyi Also maybe this is old but they added keybinds for each variation(though it goes like a keybind for var 1 2 and 3 not specific variations) And theres binding for seperate arms so you dont need to swap between them
Yeah it was the 1-4 and I was actually referring to the finding the skulls themselves as being obscure! I mean.. under planks under the table?? Really? Lol. I found out about that window shortcut when I got tired of trying to find them and watched a RUclips video ofthe level.
@@SchwingyPOV There are actually 4 skulls in the level, meaning you can miss one (Or give it to Hank). That said, the planks one at least has precedent of breaking things and moving through. The one where you push the bookcase out of the way? This ain't half-life how tf was I supposed to know?
@@SchwingyPOVon my first playthrough I thought that there were only two skulls and just shot the window after remembering some gameplay I saw 😭😭😭 I honestly would’ve gotten stuck if I hadn’t seen a video on the game before hand
If you didn't know, you can parry the coin and you can also use it to chain hitscan attacks that aren't yours which usually, if performed on an enemy, one shots them, also yes by hitscan attacks I mean even the lightning in the wrath layer, anything goes.
13:53 You can set a keybind for swapping immediately to a variation slot so that you can access any weapon with two button presses, no cycling needed. I use Q, E, and R, so for example if I want to swap to Railgun #3 I just press 4 and R. You can also bind a key to punching with a specific arm. e.g. Bind F to Feedbacker punch, C to Knuckleblaster, no cycling needed
after you break the guttermans shield, switch to the blue arm, you can parry their punch which will reset the tracking of the minigun, also stunning the gutterman
I really agree with the criticism he gives because hes not afraid to say something negative while not saying stuff that stops the fun and flow of the game like under the mayo and his criticism being the style meter and the lack ammo, but otherwise amazing video, and i always love when someone talks about my favorite game
19:35 Gianni the voice actor for Gaberial is definitely one of my favorite VAs he constantly does memes and has excellent voice range and sometimes when doing meme content you kinda have to force him to take your money so you can pay him for his work
17:48 luckily, it is possible to set separate keys for Feedbacker and Knuckleblaster, I've been using latter much more often after setting separate key for it and F for just the Feedbacker.
Fun fact about the grenade shotgun if you aren't aware: You can fire the grenade then shoot it with any hitscan weapon-including railguns. If you shoot the grenade with the red railgun it gives you a massive red explosion that does a ridiculous amount of damage. So much that, if it's almost on top of a mindflayer, they'll die instantly. It's also great for clearing out large groups from the get go in cybergrind.
If there's one thing im noticing in your gameplay (except missing out on weapon techs like nuking which makes flesh prison much more feasible) is the lack of parrying. It's in the game for a reason. You reflect the enemy's damage with some slight extra, making it amazing for dealing quick and easy damage, it restores your dashes making it easier to disengage and stay quick on your feet, and most importantly, it heals you up completely (or until the grayed out part of your health bar if youre still suffering from hard damage). It enables you to be significantly more aggressive in your combat and makes you feel incomparably more badass. A lot of the enemy attacks are actually parryable, even things like minos' punch, and almost all projectiles are parryable. This means enemies like gabriel become close to trivial if you get the timing for their projectiles down, and taking on large groups becomes more feasible with the quick healing. Other than that, you should read up on the wiki for each of the weapons, almost all of them have their specific uses, for example: -you can oneshot maurices with the red revolver alt fire -you can oneshot cerberi with the green rocket launcher's alt fire + parry -the fire from the red rocket launcher causes enemies to take extra damage -electric damage from the red nailgun/sawgun is enhanced if you magnets are nearby/the enemy is pierced by nails -red railgun can be used to make nukes -green shotgun's overcharge explosion damage can be dodged by dashing, making it possible to oneshot virtues by getting up close and so on, all of the weapons have their utility and corresponding weapon techs, I have P ranked the whole game (safe for p-2 tho im not that far) on brutal and I have still yet to master all of them in my gameplay showing how much there is to learn. It's a high skill cap game and the higher your skill is the more enjoyable it becomes.
I see where your coming from on the prelude, but I think that's either from an outsider perspective, because Ultrakill has a real emphasis on not overwhelming you with weapons to quickly, I this is their way of doing that on a lesser scale, by having the prelude be more confined, it teaches players not only how to ACTUALLY use the basic controls WELL, and it also teaches them how to deal with the hordes of enemies that come later without actually spawning too many enemies (by shrinking the arena so it feels like more enemies) that or, we just disagree, I mean we do disagree on the design, I personally quite like the design of the prelude, anyways, as a tutorial I think it's meant to be more of a slow ease in, actually, now that I think about it it's not on a smaller scale, limbo does the same thing but with a couple larger rooms, more rooms and just having the average room be a bit bigger, the *cough* the next layer, takes you a couple steps further into movement by expanding on what limbo does, but having it be mostly larger rooms and hallways, with the buildings allowing you to start using wall jumps, then gluttony fully introduces sliding and dodging certain parts of the ground (acid) then after it teaching you by letting you learn how to use all the movement mechanics WELL, it tosses you into greed and says good luck. Anyways that's why I think the prelude is good, agree to disagree tho, and to back up my point about movement 2-1 is hallways then shows you bounce pads, you don't really slide or anything there do you? Just jumping and dashing. (death traps are an issue I do agree with you on that one, more of a "be careful, we aren't afraid to hurt you" type thing which is really not needed, the grinders are fine their just pits, which appear decently often, maybe the crushers will return layer 8 or 9)
The prelude is getting a visual overhaul and it looks amazing. As for the level design, it is simple and claustrophobic because the game is trying to teach you basic movement early on. You can't just walk and shoot, throw in jumps and dashes strategically to avoid the enemies.
one of my favorite bits of lore is that most of the enemies aren't demons! there are only about 5 types of demons I think, 1 being a boss (the list is Malicious Faces, Cerberi, Hideous Masses, The Leviathan & The Minotaur. I think that's it! may be missing one though lol ^_^ )
Now I think about it, the whole argument between doom and ultrakill is stupid. I used to be made fun of for playing doom not ultrakill and that made me hate ultrakill, but now I think about it, if doomslayer and V1 met, they would just hunt demons together. I think the 2 communities should be more like them. Edit: stop telling me what would actually happen if they met, the point of my comment isn't to talk about th fictional world, but to talk about the real world, and how the communities shouldn't argue about the game, but understand that their games do have people that don't enjoy it, some made more money, some are lower quality. It doesn't matter, if you enjoy something but don't enjoy the other, don't criticise people for liking that thing, listen to what they have to say and share your opinion on what you think of the game. Edit: the furry thing was just a joke. I've deleted it to settle arguments
Completely agree I dont think doom and ultrakill are similar enough for one to be considered “better” than the other I like and dislike things about both games and play both when i can
i think the reason that there are so many death traps in the first few levels is because it knows that you wont be dying to them that much after the prologue since you already learned the hazards so it uses them while they are still semi-effective
Pro tip on flesh prison The bar underneath his health dictates when he'll try to heal, it runs out faster when you damage him. (You probably know this already) But, when he spins and launches blue orbs, he can't stop and heal until he finishes regardless of that bar. If you get a good cycle he may do it when he's low health, unload on him because you've got like 10 seconds before he can actually heal. Also learn how to shotgun swap. Once I learned both flesh prison became mostly trivial unless his AI decides to do everything but the blue attack
Incredible to see your growth cannot believe I didn’t subscribe after the doom video but I am now glad to be along for the beginning of your journey and GL on all future endeavors on this channel!!! I’ll certainly be here for the ride (I wrote this three weeks ago and never pressed send)
I completely agree about Prelude, it could use an overhaul. About Red arm: You can unbind melee and then instead bind arm-specific keybinds only. I personally have blue arm on F and red on C, it made it way easier to get used to using it more often
the thing i like most about this game is that learning the tech feels so good and satisfying and the game absolutely rewards you for it because the whole point is using the tools youre given to their absolute extremes. so many of the guns have so much to do with each other and theyre not single purpose, no matter how niche they might seem
100% I think that may be the best part in terms of replayability. Without all the cool tech, there'd be a lot less to improve and learn and there'd be a lot less incentive to go and play through the levels again. Sure, you may still be motivated by getting p-ranks and challenges or harder difficulties, but would you really care if it wasn't fun?
A couple things: 1. I heard you only mention the alternate revolver, but there are actually two more alternates. The first one being the alternate nailgun, which is found in 4-4 (great for taking out Guttermen btw), and the alternate shotgun found in 7-2 (can literally one tap Malicious Faces its amazing) 2. You probably already know this but based on the gameplay from 25:30 I'm gonna assume you don't, you can just parry the punches from the Corpse of King Minos, the trick is to parry right before he hits you, it does like 1/4 of his health every time too which helps a lot lol 3. Heard you mention easter eggs, so here's one if you wanna know. In 7-2, you can skip around the Guttermen and Swordsmachine that spawn near the beginning of the level, and as you never defeated them, the clocktower never falls, so you can actually enter the clocktower and go up the stairs, and near the top, there's a filth sitting on a bench taking a nap. Loved the video! Great editing and honestly thought you had at least 200k after watching it through. You picked a great time for a first play through, as all the weapon variants just got released, so you just had a lot to play around with.
1. Yup I know about em, haven't gotten around to unlocking them yet! 2. Yeah I know, I just suck at it and never pulled it off :D 3. That's pretty great. I guess the rats in the sewers in one of those early levels kinda counts as an easter egg, but you need to do it to unlock the slab revolver so I dunno if that counts or not.. Thanks man! I saw that the devs said this is it in terms of weapons for the game, and well it's a pretty huge arsenal. A lot of fun was had playing through it!
If you see this, just a tip- you said that it's hard to switch arms in the middle of combat, but did you know that you can bind one arm to for example "f" and the other to "c" or something else, whatever you feel like, so you don't have to switch. Another tip - to deal with guttermen, you might have noticed that they get stunned for a few seconds when their shield is broken, which means you can deal some good damage with shotgun switching, the nailgun, or the alternate nailgun or similar. anything with high DPS works. the alternate nailgun (sawgun) is amazing, it does a big circle around the magnet and pierces a lot, i think you can see what i mean
btw the shop song is called “Take Care” and it’s an instrumental loop of the song “Were You Foolin’” by the Russ Morgan Orchestra. it’s such a good song and I listen to it all the time also Hakita is working on a remade version of the Prelude, as well as Layer 1
you should probably set separate binds for each arm, also minos prime is significantly harder because if you parry the blue projectiles from the flesh prison and then dash immediately after you won't take much damage and will end up killing the flesh prison really quickly.
12:03 rockets actually useful for literally everything, but the most common things are rocket riding (which can be perform midair and grants you very fast and controllable movement), whiplashing the enemies and shot them immediately, which gives you a bigger and red explosion (red explosions gives you more damage and also they can hit the soldiers), instakill combos with s.r.s. cannon, which allows you to instakill cerbs, virtues and sentries, and also firestrater is incredible quickswap weapon which just boost your overall dps a bit and also can be used for movement. Also freezeframe rockets widely used for doing rocket traps in speedruns, when you know where the enemy will spawn
@SchwingyPOV yeah the game doesn't tell you a lot of stuff. They should probably create an offical RUclips channel or something and post tips and create a link to it from the main menu. It's actually very impressive to see all the stuff you figured out all on your own. It's definitely more than I figured out the first time playing. So if it feels like people are telling you "how to play the game correctly," it's just because they watched / played hours upon hours of ultrakill Awesome video 👍
Bro uses slab marksman! Awesome! 6:46 Also I believe he is at least changing up the look of the early levels. I know he’s updating Limbo’s look at least. 17:45 You can bind the Knuckleblaster to a different button to mitigate the problem of switching to it mid-combat.
If you’re into the story of this game. It’s goes much further into depth than he gives credit for. The terminals will give you information on each enemy you encounter. As you progress and read through, the descriptions start to tell a story of what happened. It’s very satisfying to see it all connect so well
Tip for Guttermen: You can bind the two individual melee arms to different keys. If you have those little side buttons on your mouse, I would bind each of the fists to these two buttons. This makes it super easy and manageable to switch between arms quickly. There's even a few funny bugs with this feature that allows you to punch terminals.
you can assign dedicated keybinds to arms, i personally moved punsh button to a random out of the way key, set Feedbacker to F and Knuckleblaster to G allowing me to both deal high damage and parry
While ULTRAKILLs main story is nothing too special the reason why its my favorite is due to the fact that every single layer has its own story to tell. Besides Gluttony and Heresy which are mainly used for the main conflict between V1 and Gabriel, every other layer has its own little story to tell and even the terminals at the end of secret levels do aswell. From the Final War to the Hell uprise and even the story of Minos made me fall in love with it.
the part that intrigues me most is about the final war and how it was actually a 200 year long continuation of world war I, which culminated in a neverending arms race that left humanity doomed. I just think that is such a cool idea
Some ULTRAKILL tips: 1. You can bind the arms to different keys instead of swapping them 2. Guttertank punches can be parried after you break the shield, this resets their tracking speed. Also, hitscan weapons detonate rockets and core ejects so that what was happening there 3. Try to parry everything (except blue flash attacks and hitscan attacks). You'll be surprised at how many things can be parried, especially if they are yellow 4. Soldiers are immune to normal explosions unless they are airborne. Launch them into the air or try another weapon 6. Shoot the core eject grenade with a malicious cannon (red railcannon) beam. You will not be disappointed, it comes in clutch for flesh prison and large rooms in general
Rocket launcher in casual play is not very necessary, but fun to use, especially as a follow-up weapon, easy to use to add into combos, especially with it's quick draw time, swapping between shotgun proboosts and the rocket launcher causes big damage, and anything that launches enemies in the air can be used in tandom with the rocket launcher to cause bigger explosions, and bigger damage. Additionally, whiplashing and rocket launching in quick succession garuntees a red explosion, which is extremely useful. It's great for combat but definitely not as needed as the other weapons, however, you can get EXTREMELY good at rocket riding, to the point where many people, myself included, can initiate a rocket ride in less than a second, anywhere, when airborne, in the direction where the player is facing. This makes it one of the best - if not THE best - way to move around a level quickly where ultra-long distances do not need to be travelled (SSJs work better in those cases).
The Green Railgun stops Mindflayers from teleporting, it also gives you basically unlimited health as long as you stay close to it Edit: Also you can hotkey your different arms, I use F for the Blue Arm and Q for the Red Arm (Q is for Previous Weapon Variation by default but I never really used it)
dealing with guttermen becomes MUCH easier when you learn to parry them; when yin break their shield, their close range punch becomes parryable, which resets their tracking.
There's actually also custom levels with custom enemies, music, level design, tilesets, mechanics, etc.! But it's still in it's infancy and will likely be replaced by the official game's level editor when (or if) that comes out.
I felt the same thing about the Gutterman when I first played Ultrakill but honestly, they grow on you. You can also use them as a free heal if you parry the shield. The guttertank on the otherhand is really annoying as there isn't really a way to deal with them (that I know of). Update: Nevermind, just use the Sawblade to deal with the Guttertanks.
fun fact you can change your save file in ULTRAKILL (cause at 2:20 you have clearly beaten the game before) other than that small issue absolutely amazing video
he is remaking the prelude and limbo and from what we have seen so far it is amazing, although it does amplify your critiques even more, it gives the prelude it's own theme, which it doesn't currently have, and Limbo is just gonna look better and have more obviously fake trees
To be frank I've never really understood the competition people seem to have between these two games - I like both games but they feel wildly different to me. And, more importantly, they're actually trying to do quite different things. It feels often like people who enjoy the goals of one more than the other turn that into "it's better" and while that's a perfectly reasonable personal assessment - I enjoyed doom eternal a bit more than ultrakill, pound for pound, for a bunch of entirely arbitrary personal reasons - it is also painfully obvious that ultrakill is an incredible example of the thing it is trying to be. When something has so many people so clearly 100% getting what a game is trying to do and being hugely emotionally invested in it that's as close as you can get to some kind of objective "that's good". And I think the games have had a hugely beneficial effect on each other's audiences too - ignoring the few highly public silly examples of drama, I know so many people who got into ultrakill from doom eternal, or played ultrakill first and then enjoyed doom eternal more with the approach they developed in ultrakill. Both games are sick. However, I will say that it's hard to argue that Ultrakill isn't overall a greater creative achievement. It's such a unique and singular vision, with huge care gone into every aspect of its execution. And given how id ended up treating Mick Gordon, I find it difficult to not ultimately end up feeling like Ultrakill deserves its champions more.
I feel the need to mention that you can parry guttermen's melee attacks if their shield is broken, they stop using their guns while doing that attack and a little bit after parrying it, and it does a lot of damage.
I'm glad I wasnt the only one that thought blue projectiles meant unparryable, didn't realize that was wrong until I fought Flesh Prison and tried it out of desperation.
Yes, hakita will revamp the whole prelude (i think he will revamp the whole act 1) Hes also posting some of it already in his channel (one machine army and heart if the sunrise currently)
On the critique of the prelude's level design, I'd have to disagree. IMO the confined spaces of the prelude force you to learn to use your maneuverability to evade attacks and get used to the pace of combat early on before you are eventually granted more freedom to move in the later layers. Starting off with wider, more open spaces would encourage newer, weaker players to keep a good deal of distance from enemies and would thus slow the growth of their movement skills. Also i'm glad i'm not the only one who mistankingly believed that blue projectiles weren't parryable at first.
Wait where are your subscribers
Yes.
@@SchwingyPOV erm I think you are alien ⏧
@@Cahrssomething tf is that
@@CursedSFMS ⏧
@@Cahrssomething AHHHH
The Ultrakill devs are actually currently working on revamping the early layers to stay in sync with later ones
Yesss this is what I wanna hear!
There's also the code rewrite! It's gonna take a while, but it'll most likely be quite necessary for what they wanna do with Fraud and Treachery!
@@SchwingyPOVHakita just posted a video of the remade version of 0-4 and it looks so beautiful
Yup I saw, looks vastly improved!
@SchwingyPOV also, I'm sure you know this but the entire game was made only by Hakita. There is only one dev and he made all of the music and sfx and stuff
The older levels are, in fact, getting a graphical revamp along with a code re-write to improve performance across the board! The level design, however, will remain unchanged
Well a graphical update is still an upgrade! We'll take it.
@@SchwingyPOV hakita said that he didn't like the music he made for the prologue levels too, so those might also be rehauled
@@dragondust5023 Oh wow interesting, I actually kinda like the music for it but hey, it's his game!
@@SchwingyPOVI think the first layer works thematically and lore-wise, it's layer zero since you're not actually in he'll yet, you're in the remnant factories made by humans to harness hell before they were wiped out, thus the tight corners, deathtrap machinery, etc.
@@dragondust5023dudeee i was thinking about it how the music could be revamped along with the level, cuz the music is everything about this game
17:48 you can have different arms binded to different keys like Feedbacker to F and Knuckleblaster to G
Or your extra mouse buttons if you have those.
That's exactly what I did, revolutionized my gameplay.
you can also use the jackhammer to destroy the shields
@@WreedTrimmer small issue with that:
you don't unlock the jackhammer unless you dig through 7-2 which you'll only likely do on your second or third time through it
4:17 schinhy caught actually opening the door on 1-4
That was one of those spots that I spent 20 minutes on trying to figure out what the hell I was missing lol. Then I found out about the shortcut...
@@SchwingyPOV on the plus side, you found the challenge early on
@@SchwingyPOVthere are actually 3 skulls to find, breaking the window isn’t required.
@@genericre theres is actually 4
@@berrybeat one in the boarded off room, one behind the pushable bookshelf, one behind the gabriel mural, and one under the dining room floorboards
Honestly i never really thought of how the Prologue could be seen that way since i didnt go in blind so that was a nice introspective
Yeah I mean I'm not gonna claim that everyone who plays the game for the first time will feel the same way I did about it, but I figured I would mention my experience! Replaying the levels for P-ranks was simple enough since the enemies are straightforward and with the whole arsenal unlocked, it's really easy to get through.
@@SchwingyPOV i dont agree with your opinion on the prolouge. its not hard and it starts of as a point and click game with wasd and a space bar. then it shows you that you can dash and slide and groundpound and the game starts to open up. i dont understand what you mean with the enemy surrounding you part. they just walk to your location and attack. theres no complex ai. its a good tutorial and yes. it could be slightly better but its a really good tutorial
@@SchwingyPOVyeah you right
important note about the style meter: initially, there was little reason to keep your style level up, since the end-of-level style is cumulative and easy to complete
to rectify this, hakita connected it to hard damage, the grey part of your health bar. when at S ranks, hard damage depletes *much* faster, and when at ULTRAKILL, you are *entirely immune* to hard damage.
the fact that ultrakill can connect something like a style meter to its combat is one of the things that just make it so fun to learn for me.
ULTRAKILL rank might make you immune to hard damage, but you lose it when taking damage, so womp womp :(
@@TheMagicDragon-mm5dr mfs when they forget the whiplash exists
@@cewla3348 Unless you're doing Cybergrind shenanigans, you're usually full health when using the whiplash at ULTRAKILL rank from my experience.
Edit: I should add that I don't do Cybergrind. At the moment, I'm still grinding P-2 P rank Brutal on and off.
@TheMagicDragon-mm5dr the big thing is that when you reach ULTRAKILL, you immediately lose all hard damage, and the first hit afterwards deals no hard damage
Since you asked, here's a few ways to use the rocket launcher:
Freezeframe is one of the best mobility tool in the game, and is essential for high wave cybergrind gameplay. You mentionned being able to ride the rockets, but with the proper technique and a bit of practise there is a way to mount the rockets instantly (known as a "quickmount"). Oh yeah and you can rocket jump too, wouldn't be a proper rocket launcher if you couldn't!
A rocket that hits a falling enemy will produce a stronger and bigger red explosion, it's very satisfying, I love using the shockwave to launch enemies and then shooting one of them in the air to obliterate them. Alternatively, freezing your rockets will cause them to glow about a second later, in this state they will always produce a red explosion when unfrozen. You can use this to set up big damage on stationary targets, or just stick a magnet in them and watch the rockets fly right into them (yes magnets attract rockets)
The srs variation (cannonball) is really good against Cerberi and Inssurectionists. Rocket launchers in general do a lot more damage against cerberi, if you hit them with the cannonball and then punch it back at them they will die, if you do it quickly you can basically instakill them. Hitting an Inssurectionist with a cannonball will make them fall on the ground, allowing you to do whatever you want to them for a short while (i'd recommend using the red rocket variation to cover it in oil and then to set it on fire with the overheat nailgun for big damage).
Guttertanks use rockets. They're the same as your rockets. I'll let you figure this one out if you haven't already.
Thanks for the extensive breakdown! It will come in handy! The only part I knew was the cannonballs and cerberi thing but yeah, it's all helpful information.
@@SchwingyPOV The cannonball-punch the same cannonball again combo also one shots virtues, sentrys (very usefull in P-2) and in general is a very good way to chunk an enemy down.
Must shoot pocket change. Must shoot pocket change. Must shoot pocket change. Must shoot pocket change. Must shoot pocket change. Must shoot pocket change. Must shoot pocket change. Must shoot pocket change. Must shoot pocket change. Must shoot pocket change. Must shoot pocket change.
spare change?
punch change?
MACHINE, PUT THE COINS AWAY
"Shooting a coin isn't a martial art."
-Gabriel Ultrakill
"BEHOLD! THE POWER OF AN ANGEL!"
the spare change in my pocket:
MACHINE, I HAVE TAKEN A SELFIE WITH THE FUNNY ROCK
27:57 Slam storage is actually a bug. When Hakita found out about it, instead of removing it he added easter eggs that are only reachable using it. Truly the best dev ever.
A bit of a tip for mindflairs if they have the drill(tm) in them, they cannot teleport at all!
Go nuts
Ohhhhh, I think I hardly ever used the drill! There you go. Sleeping on it.
@@SchwingyPOV you can punch the drill with the feedbacker to do all its damage at once. So if you time it correctly, you can essentially double its damage
@@SchwingyPOV (as a addon to the comment above) when you punch the drill it's relaunched. This does enough damage to kill malicious faces. Pairs of enemys like sentries, malicious faces, and virtues will be demolished easily by the drill. Some enemys like Cerberuses might have to have you punch it multiple times between them. The screwdriver is a very powerful tool and weapon. (It also can summon lightning in 5-2 and 5-4.)
20:27 a good tip to kill that boss is if you use the red rail cannon and shoot a core from the shotgun it will kill most of the flesh things
18:01 Once the Gutterman's shield is broken, they will start using a parriable punch if you're in melee range, which stuns them for a sizeable duration if you land the parry.
“Ultrakill is like sex, but angrier,
And sexier” -midnight
Ultrakill is sex
so sex, but sexier.
holy shit i thought you had hundreds of thousands of subs, great quality
Wow thank you for the kind words! Maybe one day!
Dunno if anyone's pointed this out, but I'll do it here anyways in roughly the order of when you talk about stuff related to it.
1: Punching your shotgun pellets was a developer oversight originally. They use the same code as the Swordsmachine's shotgun pellets, which are parriable, so therefore you can punch your shotgun pellets. Hakita left it in cause it was badass.
2: The Railgun's "Secondary Fire" mode being a zoom was originally not in the game. People kept complaining at Hakita that the Railgun has no secondary fire, so he added the zoom just to make them shut up.
3: The Sawed-On Shotgun can be parried with the Knuckleblaster arm (The only thing the Knuckleblaster can parry by the way, not counting the explosion which can parry multiple projectiles at once.) which detaches the chainsaw and makes it fly around the room while mildly homing in on enemies. No clue why this was added, but it was. Probably cause it was cool, as always.
4: The S.R.S Cannonballs, when fired, can be whiplashed back to you and then punched. Makes it a lot easier to instakill Cerberi. Also it's a Serious Sam reference. Don't wanna make this list just "Here's how to get better at the game" obviously, this is just some fun facts.
5: Mindflayers are sometimes considered trans representation in the community due to their lore of deliberately choosing a gender despite how inefficient having a human-like body is and them being willing to die rather continue to exist without it (Since the head is the actual robot, the body is just plastic. Also yes, all the robots are sentient). I personally take this interpretation of their lore as canon. Also as a trans woman, I can confirm we are probably all as annoying as them in a fight.
6: For a less serious fact about the Mindflayer: when they are in their death animation, you can knuckleblaster them to send them flying and explode them elsewhere. Never been able to use it in any practical capacity, but it's a free blue explosion (Which I THINK, emphasis on THINK, deals the same or more damage as a red explosion)
7: People asked Hakita about if PVP will be added. He said no. Man.
8: You did find an easter egg. In order to get the alternate Revolver, one of the secrets you have to go through involves a "boss" with a rat and then a miniboss against a bigger rat. This is an easter egg to the youtuber Civvie11 who has made videos on the New Blood games (New Blood being the publisher of ULTRAKILL)
These are all great fun facts that I didn't know about! Really love that Hakita is all for keeping bugs in if they make the game more enjoyable, not many devs think that way.. I did realize that the rat thing was probably an easter egg, but I didn't know of what... :D
Thanks for sharing all this, always fun to learn new things about a great game.
i love the shotgun fact, bug ? nop it a feather (remind me of hoink from terraria, which the dev said it was now official (for those wondering it a movement glich whit block orientation, go take a look, i'm not going to explaine it more, i dongt fully understnad it))
Something I did in order to use the knuckle blaster more was to bind its punch to the "c" key.
So now I never need to press the switch key, just "r" for grapple, "f" for regular, and "c" for that.
What if the Cyber grind was freaky and was called the freakgrind
thatd be wild
that would be quite freaky
thatd be wild
oiled up mindflayer
Was watching this and looked down
ONLY 951 SUBSCRIBERS?? BRO THIS IS SOME PEAK SHIT YOU DESERVE MORE
Thanks greencircle, U R PEAK.
Some explanation on the nature of the prologue levels: They are supposed to take place in the Mouth of Hell, not Hell itself, basically it is a refinery where resources extracted from Hell are refined and sent to be used on the surface. That’s why there are crushers and grinders. Though it is not really obvious. The redesign however is going to be imporving on things so it is a little less subtle about that fact. Considering most players play through these five levels without knowing much about the game or its lore.
"The fastest paced first person shooter ever to exist". Wait till he hears about Mullet Madjack
Steam recommended that one to me, it's good??
@@SchwingyPOV If you like arcade games, it's a big Yes
@@SchwingyPOV I only have two complaints about it: it's short but it's on purpose so it's replayable and can be very easy (but there are 2 difficulties that make it more challenging). Also it has a demo on Steam but it's outdated
It's a POST-VOID ripoff but it's still good
@@SchwingyPOVits so good
Coming from a hardcore ultrakill fan/speedrunner/ nerd. This is actually the best ultrakill review ive ever seen! You didn't just touch on the fact "Oh its chaotic and fun!" You looked at the sound design, music, story etc.
Actual amazing video dude, keep up the good work and you earned a sub!
Thank you very much!! I tried to touch on a bit of everything without going super in depth on it all and getting bogged down in the technicalities (which I am not knowledgeable enough with anyways)!
if you're willing to look into it, the lore for this game actually goes pretty deep and IMO is extremely fascinating. you wont get the bulk of it just playing the game normally, though. you have to actively seek it out. also, even if you're not intending to play it, I would absolutely recommend checking out P-2 on youtube or something because it is insane how brutally difficult it is. if it puts it into perspective, I P-ranked P-1 on brutal on my second try of playing it on brutal, but it took me almost 2 hours just to beat P-2 on brutal. It makes me scared for P-3, especially with UKMD... anyways, always cool to see new people play this game and I enjoyed the review
Thanks I appreciate it! I did watch the P-2 WR, it's absolutely nutty lol.
18:00 The main strat for the Gutterman is to stick close to him after his shield breaks and shotgun swap in its face. Most people don’t know this, but if you time your shotgun blast with a melee attack, it can parry it, lead to even more damage and a stun.
You should have thousands of subs! great quality, timestamps, great editing, spending time on the game, AND YOU'RE FUNNY????
Because of punch decay (punches getting slower as you parry more), using the rocket launcher while shotgun-swapping / projectile boosting basically allows you to keep doing consistent mid-range explosive damage. Normally I projectile boost twice and then switch to the rocket launcher, then repeat. The SRS is also great because its alt fire deals high damage, especially if you parry it back into an enemy after it bounces off. Hope this helps!
NOW THIS IS A CHANNEL WORTHY OF GOD'S SUBSCRIPTION!
18:01 the easier way is to actely get close to them yes i know it sounds weird but if you do they will perform a Millay attack that is realy easy to parry , so you can take advantage of that ; D
Madness
Excellent editing style and video flow, you'll 100% make it big
I appreciate that! Thank you :D
I’m really, REALLY surprised this video is made by someone with a criminally underrated channel! You deserve MUCH more subscribers, your videos are beautiful!
To deal with guttermen: i suggest using the individual arm button keybinds (yes they are a thing that exists, you're gonna love it) and using the knuckleblaster to deal with the shields, then getting close and parrying them with the feedbacker every once in a while to reset their tracking.
wow the second this thing show i see it, youtibe knows i love ultrakill :]
RUclips knows all of us way too well now lol
One thing I love about this game is when people find bugs that the devs never intended to be a mechanic, but they're just like "Y'know that's cool, give it a style bonus now"
The punching your own bullets that everyone always mentioned was an accident but that doesn't mean it needed fixed, that was simply too cool
18:00 i found that after you break their shield, you can just stay up-close and personal with them making them try to punch you. However, you can parry these punches, which staggers them so you can just bully them at close range.
Btw some knowledge that i slept on: doing a parry heals you to your current max hp.
Hakita is currently working on what I am affectionately calling “The Facelift Update” he seems to be going through the levels and revamping the feel and style of them. I’m very excited for it.
Yeah I knew he was redoing Limbo, but didn't know prelude was on the table too (looks really nice though)!
Cool vid!
Few things:
Idk if this was specifically referring to the puzzle section in 1-4 but the comment about needing to find a obscure entrance is kinda misled. The footage with the window shooting is a shortcut, the intended way is to collect the skulls which the book in the level tells you where they are. Just fyi
Also maybe this is old but they added keybinds for each variation(though it goes like a keybind for var 1 2 and 3 not specific variations)
And theres binding for seperate arms so you dont need to swap between them
Yeah it was the 1-4 and I was actually referring to the finding the skulls themselves as being obscure! I mean.. under planks under the table?? Really? Lol.
I found out about that window shortcut when I got tired of trying to find them and watched a RUclips video ofthe level.
@@SchwingyPOV There are actually 4 skulls in the level, meaning you can miss one (Or give it to Hank). That said, the planks one at least has precedent of breaking things and moving through. The one where you push the bookcase out of the way? This ain't half-life how tf was I supposed to know?
@@SchwingyPOVon my first playthrough I thought that there were only two skulls and just shot the window after remembering some gameplay I saw 😭😭😭 I honestly would’ve gotten stuck if I hadn’t seen a video on the game before hand
Hakita is currently revamping the early layers with the lead 3d artist, this includes lust and limbo. It seems really cool from what I've seen so far
If you’re ever curious about learning how to beat enemies more efficiently, you can always read the terminal entries on them.
If you didn't know, you can parry the coin and you can also use it to chain hitscan attacks that aren't yours which usually, if performed on an enemy, one shots them, also yes by hitscan attacks I mean even the lightning in the wrath layer, anything goes.
13:53 You can set a keybind for swapping immediately to a variation slot so that you can access any weapon with two button presses, no cycling needed. I use Q, E, and R, so for example if I want to swap to Railgun #3 I just press 4 and R.
You can also bind a key to punching with a specific arm. e.g. Bind F to Feedbacker punch, C to Knuckleblaster, no cycling needed
i knew this was gonna be a good video when i saw this guy projectile boost a soldier twice
after you break the guttermans shield, switch to the blue arm, you can parry their punch which will reset the tracking of the minigun, also stunning the gutterman
doesnt work on brutal though, unfortunately
Planning on buying this game when it fully releases
Honestly it already looks super fun and I cant wait
You should have maybe 2 years left of waiting. The devs work slow 🤷♂️
I really agree with the criticism he gives because hes not afraid to say something negative while not saying stuff that stops the fun and flow of the game like under the mayo and his criticism being the style meter and the lack ammo, but otherwise amazing video, and i always love when someone talks about my favorite game
19:35 Gianni the voice actor for Gaberial is definitely one of my favorite VAs he constantly does memes and has excellent voice range and sometimes when doing meme content you kinda have to force him to take your money so you can pay him for his work
"No memorable lines besides the ones bosses yell at you" wait until bro finds the books in violence, one of which is LITERAL poetry.
The marksman can ricoshot *every single hitscan projectile*. this includes the Ferryman's lightning, Maurice's lasers, and Guttertank's miniguns.
But that's madness....
Gutterman minigun is hitscan? I assume you mean gutterman not guttertank since the tanks use rocket launchers
17:48 luckily, it is possible to set separate keys for Feedbacker and Knuckleblaster, I've been using latter much more often after setting separate key for it and F for just the Feedbacker.
Fun fact about the grenade shotgun if you aren't aware: You can fire the grenade then shoot it with any hitscan weapon-including railguns. If you shoot the grenade with the red railgun it gives you a massive red explosion that does a ridiculous amount of damage. So much that, if it's almost on top of a mindflayer, they'll die instantly. It's also great for clearing out large groups from the get go in cybergrind.
If there's one thing im noticing in your gameplay (except missing out on weapon techs like nuking which makes flesh prison much more feasible) is the lack of parrying. It's in the game for a reason.
You reflect the enemy's damage with some slight extra, making it amazing for dealing quick and easy damage, it restores your dashes making it easier to disengage and stay quick on your feet, and most importantly, it heals you up completely (or until the grayed out part of your health bar if youre still suffering from hard damage). It enables you to be significantly more aggressive in your combat and makes you feel incomparably more badass.
A lot of the enemy attacks are actually parryable, even things like minos' punch, and almost all projectiles are parryable. This means enemies like gabriel become close to trivial if you get the timing for their projectiles down, and taking on large groups becomes more feasible with the quick healing.
Other than that, you should read up on the wiki for each of the weapons, almost all of them have their specific uses, for example:
-you can oneshot maurices with the red revolver alt fire
-you can oneshot cerberi with the green rocket launcher's alt fire + parry
-the fire from the red rocket launcher causes enemies to take extra damage
-electric damage from the red nailgun/sawgun is enhanced if you magnets are nearby/the enemy is pierced by nails
-red railgun can be used to make nukes
-green shotgun's overcharge explosion damage can be dodged by dashing, making it possible to oneshot virtues by getting up close
and so on, all of the weapons have their utility and corresponding weapon techs, I have P ranked the whole game (safe for p-2 tho im not that far) on brutal and I have still yet to master all of them in my gameplay showing how much there is to learn.
It's a high skill cap game and the higher your skill is the more enjoyable it becomes.
I see where your coming from on the prelude, but I think that's either from an outsider perspective, because Ultrakill has a real emphasis on not overwhelming you with weapons to quickly, I this is their way of doing that on a lesser scale, by having the prelude be more confined, it teaches players not only how to ACTUALLY use the basic controls WELL, and it also teaches them how to deal with the hordes of enemies that come later without actually spawning too many enemies (by shrinking the arena so it feels like more enemies) that or, we just disagree, I mean we do disagree on the design, I personally quite like the design of the prelude, anyways, as a tutorial I think it's meant to be more of a slow ease in, actually, now that I think about it it's not on a smaller scale, limbo does the same thing but with a couple larger rooms, more rooms and just having the average room be a bit bigger, the *cough* the next layer, takes you a couple steps further into movement by expanding on what limbo does, but having it be mostly larger rooms and hallways, with the buildings allowing you to start using wall jumps, then gluttony fully introduces sliding and dodging certain parts of the ground (acid) then after it teaching you by letting you learn how to use all the movement mechanics WELL, it tosses you into greed and says good luck. Anyways that's why I think the prelude is good, agree to disagree tho, and to back up my point about movement 2-1 is hallways then shows you bounce pads, you don't really slide or anything there do you? Just jumping and dashing. (death traps are an issue I do agree with you on that one, more of a "be careful, we aren't afraid to hurt you" type thing which is really not needed, the grinders are fine their just pits, which appear decently often, maybe the crushers will return layer 8 or 9)
fun fact about "the mod" its actually developed by the lead programmer PITR
The prelude is getting a visual overhaul and it looks amazing. As for the level design, it is simple and claustrophobic because the game is trying to teach you basic movement early on. You can't just walk and shoot, throw in jumps and dashes strategically to avoid the enemies.
one of my favorite bits of lore is that most of the enemies aren't demons! there are only about 5 types of demons I think, 1 being a boss (the list is Malicious Faces, Cerberi, Hideous Masses, The Leviathan & The Minotaur. I think that's it! may be missing one though lol ^_^ )
Now I think about it, the whole argument between doom and ultrakill is stupid. I used to be made fun of for playing doom not ultrakill and that made me hate ultrakill, but now I think about it, if doomslayer and V1 met, they would just hunt demons together. I think the 2 communities should be more like them.
Edit: stop telling me what would actually happen if they met, the point of my comment isn't to talk about th fictional world, but to talk about the real world, and how the communities shouldn't argue about the game, but understand that their games do have people that don't enjoy it, some made more money, some are lower quality. It doesn't matter, if you enjoy something but don't enjoy the other, don't criticise people for liking that thing, listen to what they have to say and share your opinion on what you think of the game.
Edit: the furry thing was just a joke. I've deleted it to settle arguments
Ok(this guy's unedited comment was him saying that doom is better)
@Thy_Punishment_Is_OOF It's just my opinion tho. Are you having a good day?
@@Geekomorph I understand that it's your opinion.
better companion than Samuel
Completely agree
I dont think doom and ultrakill are similar enough for one to be considered “better” than the other
I like and dislike things about both games and play both when i can
i think the reason that there are so many death traps in the first few levels is because it knows that you wont be dying to them that much after the prologue since you already learned the hazards so it uses them while they are still semi-effective
Pro tip on flesh prison
The bar underneath his health dictates when he'll try to heal, it runs out faster when you damage him. (You probably know this already)
But, when he spins and launches blue orbs, he can't stop and heal until he finishes regardless of that bar.
If you get a good cycle he may do it when he's low health, unload on him because you've got like 10 seconds before he can actually heal.
Also learn how to shotgun swap.
Once I learned both flesh prison became mostly trivial unless his AI decides to do everything but the blue attack
Got jumpscared by my comment in the top right!! Cool to see you listen to your community!
Incredible to see your growth cannot believe I didn’t subscribe after the doom video but I am now glad to be along for the beginning of your journey and GL on all future endeavors on this channel!!! I’ll certainly be here for the ride (I wrote this three weeks ago and never pressed send)
Ultrakill player watching Ultrakill review for 43285 times:
I completely agree about Prelude, it could use an overhaul.
About Red arm: You can unbind melee and then instead bind arm-specific keybinds only. I personally have blue arm on F and red on C, it made it way easier to get used to using it more often
GREAT NEWS: Hakita is currently reworking the prelude and act 1, or atleast parts of them :) mostly visually but still, its better
the thing i like most about this game is that learning the tech feels so good and satisfying and the game absolutely rewards you for it because the whole point is using the tools youre given to their absolute extremes. so many of the guns have so much to do with each other and theyre not single purpose, no matter how niche they might seem
100% I think that may be the best part in terms of replayability. Without all the cool tech, there'd be a lot less to improve and learn and there'd be a lot less incentive to go and play through the levels again. Sure, you may still be motivated by getting p-ranks and challenges or harder difficulties, but would you really care if it wasn't fun?
A couple things:
1. I heard you only mention the alternate revolver, but there are actually two more alternates. The first one being the alternate nailgun, which is found in 4-4 (great for taking out Guttermen btw), and the alternate shotgun found in 7-2 (can literally one tap Malicious Faces its amazing)
2. You probably already know this but based on the gameplay from 25:30 I'm gonna assume you don't, you can just parry the punches from the Corpse of King Minos, the trick is to parry right before he hits you, it does like 1/4 of his health every time too which helps a lot lol
3. Heard you mention easter eggs, so here's one if you wanna know. In 7-2, you can skip around the Guttermen and Swordsmachine that spawn near the beginning of the level, and as you never defeated them, the clocktower never falls, so you can actually enter the clocktower and go up the stairs, and near the top, there's a filth sitting on a bench taking a nap.
Loved the video! Great editing and honestly thought you had at least 200k after watching it through. You picked a great time for a first play through, as all the weapon variants just got released, so you just had a lot to play around with.
1. Yup I know about em, haven't gotten around to unlocking them yet!
2. Yeah I know, I just suck at it and never pulled it off :D
3. That's pretty great. I guess the rats in the sewers in one of those early levels kinda counts as an easter egg, but you need to do it to unlock the slab revolver so I dunno if that counts or not..
Thanks man! I saw that the devs said this is it in terms of weapons for the game, and well it's a pretty huge arsenal. A lot of fun was had playing through it!
Small tip, you can actually bind the knuckleblaster to it's own key so you don't have to switch between the two arms
If you see this, just a tip- you said that it's hard to switch arms in the middle of combat, but did you know that you can bind one arm to for example "f" and the other to "c" or something else, whatever you feel like, so you don't have to switch. Another tip - to deal with guttermen, you might have noticed that they get stunned for a few seconds when their shield is broken, which means you can deal some good damage with shotgun switching, the nailgun, or the alternate nailgun or similar. anything with high DPS works. the alternate nailgun (sawgun) is amazing, it does a big circle around the magnet and pierces a lot, i think you can see what i mean
btw the shop song is called “Take Care” and it’s an instrumental loop of the song “Were You Foolin’” by the Russ Morgan Orchestra. it’s such a good song and I listen to it all the time
also Hakita is working on a remade version of the Prelude, as well as Layer 1
the gripe about the first few levels is being addressed, actually. the dev team is overhauling the visuals of the prelude and limbo.
I saw! What a coincidence!
Well yes, but the layout is still staying practically the same its basically just a visual overhaul
you should probably set separate binds for each arm, also minos prime is significantly harder because if you parry the blue projectiles from the flesh prison and then dash immediately after you won't take much damage and will end up killing the flesh prison really quickly.
12:03 rockets actually useful for literally everything, but the most common things are rocket riding (which can be perform midair and grants you very fast and controllable movement), whiplashing the enemies and shot them immediately, which gives you a bigger and red explosion (red explosions gives you more damage and also they can hit the soldiers), instakill combos with s.r.s. cannon, which allows you to instakill cerbs, virtues and sentries, and also firestrater is incredible quickswap weapon which just boost your overall dps a bit and also can be used for movement. Also freezeframe rockets widely used for doing rocket traps in speedruns, when you know where the enemy will spawn
14:07. that would get really overwhelming really quickly since you can have 15 weapons equipped at the same time
Hey fun fact! You can hot key each arm! I use Z and X for each arm and it makes it super easy to use both of them!
Yeah a lot of you guys are letting me know about that! Woulda been great to know that sooner hahaha.
@SchwingyPOV yeah the game doesn't tell you a lot of stuff. They should probably create an offical RUclips channel or something and post tips and create a link to it from the main menu.
It's actually very impressive to see all the stuff you figured out all on your own. It's definitely more than I figured out the first time playing.
So if it feels like people are telling you "how to play the game correctly," it's just because they watched / played hours upon hours of ultrakill
Awesome video 👍
Bro uses slab marksman! Awesome!
6:46 Also I believe he is at least changing up the look of the early levels. I know he’s updating Limbo’s look at least.
17:45 You can bind the Knuckleblaster to a different button to mitigate the problem of switching to it mid-combat.
If you’re into the story of this game. It’s goes much further into depth than he gives credit for. The terminals will give you information on each enemy you encounter. As you progress and read through, the descriptions start to tell a story of what happened. It’s very satisfying to see it all connect so well
Tip for Guttermen: You can bind the two individual melee arms to different keys. If you have those little side buttons on your mouse, I would bind each of the fists to these two buttons. This makes it super easy and manageable to switch between arms quickly. There's even a few funny bugs with this feature that allows you to punch terminals.
you can assign dedicated keybinds to arms, i personally moved punsh button to a random out of the way key, set Feedbacker to F and Knuckleblaster to G allowing me to both deal high damage and parry
Hakita is redoing the first levels visually (also it is part of the lore that they look the way they do)
While ULTRAKILLs main story is nothing too special the reason why its my favorite is due to the fact that every single layer has its own story to tell. Besides Gluttony and Heresy which are mainly used for the main conflict between V1 and Gabriel, every other layer has its own little story to tell and even the terminals at the end of secret levels do aswell.
From the Final War to the Hell uprise and even the story of Minos made me fall in love with it.
the part that intrigues me most is about the final war and how it was actually a 200 year long continuation of world war I, which culminated in a neverending arms race that left humanity doomed. I just think that is such a cool idea
Some ULTRAKILL tips:
1. You can bind the arms to different keys instead of swapping them
2. Guttertank punches can be parried after you break the shield, this resets their tracking speed. Also, hitscan weapons detonate rockets and core ejects so that what was happening there
3. Try to parry everything (except blue flash attacks and hitscan attacks). You'll be surprised at how many things can be parried, especially if they are yellow
4. Soldiers are immune to normal explosions unless they are airborne. Launch them into the air or try another weapon
6. Shoot the core eject grenade with a malicious cannon (red railcannon) beam. You will not be disappointed, it comes in clutch for flesh prison and large rooms in general
Rocket launcher in casual play is not very necessary, but fun to use, especially as a follow-up weapon, easy to use to add into combos, especially with it's quick draw time, swapping between shotgun proboosts and the rocket launcher causes big damage, and anything that launches enemies in the air can be used in tandom with the rocket launcher to cause bigger explosions, and bigger damage. Additionally, whiplashing and rocket launching in quick succession garuntees a red explosion, which is extremely useful. It's great for combat but definitely not as needed as the other weapons, however, you can get EXTREMELY good at rocket riding, to the point where many people, myself included, can initiate a rocket ride in less than a second, anywhere, when airborne, in the direction where the player is facing. This makes it one of the best - if not THE best - way to move around a level quickly where ultra-long distances do not need to be travelled (SSJs work better in those cases).
The Green Railgun stops Mindflayers from teleporting, it also gives you basically unlimited health as long as you stay close to it
Edit: Also you can hotkey your different arms, I use F for the Blue Arm and Q for the Red Arm (Q is for Previous Weapon Variation by default but I never really used it)
in case no one pointed it out you can bind your knuckle blaster to it's own key, you do not need to swap fist
Yep everyone is telling me that hahaha. Big L on my part.
0:43 SLAB MARKSMAN DETECTED, GET 'EM
dealing with guttermen becomes MUCH easier when you learn to parry them; when yin break their shield, their close range punch becomes parryable, which resets their tracking.
You're kinda right about the prolouge. It was made back when hakita was a solo dev and he actually is remastering it right now!
There's actually also custom levels with custom enemies, music, level design, tilesets, mechanics, etc.! But it's still in it's infancy and will likely be replaced by the official game's level editor when (or if) that comes out.
tip for gutterman
getting up close to him after his shield breaks makes him try to melee you, which you can parry for loads of damage
17:46 Schwingy caught trying to parry with the knuckleblaster
I felt the same thing about the Gutterman when I first played Ultrakill but honestly, they grow on you. You can also use them as a free heal if you parry the shield. The guttertank on the otherhand is really annoying as there isn't really a way to deal with them (that I know of).
Update: Nevermind, just use the Sawblade to deal with the Guttertanks.
fun fact you can change your save file in ULTRAKILL (cause at 2:20 you have clearly beaten the game before) other than that small issue absolutely amazing video
he is remaking the prelude and limbo and from what we have seen so far it is amazing, although it does amplify your critiques even more, it gives the prelude it's own theme, which it doesn't currently have, and Limbo is just gonna look better and have more obviously fake trees
also you can bind a seperate punch to the feedbacker and knuckleblaster if you want
when he says " can literally turn levels upside down"
he shows the level where it actually turns upside down
Hakita is going back to previous levels to revamp the quality to be on-par with later levels, so that's nice
Really good video. Ultrakill is my favorite game ever so its always awesome to see people try it out for the first time and fall in love with it.
To be frank I've never really understood the competition people seem to have between these two games - I like both games but they feel wildly different to me. And, more importantly, they're actually trying to do quite different things. It feels often like people who enjoy the goals of one more than the other turn that into "it's better" and while that's a perfectly reasonable personal assessment - I enjoyed doom eternal a bit more than ultrakill, pound for pound, for a bunch of entirely arbitrary personal reasons - it is also painfully obvious that ultrakill is an incredible example of the thing it is trying to be.
When something has so many people so clearly 100% getting what a game is trying to do and being hugely emotionally invested in it that's as close as you can get to some kind of objective "that's good". And I think the games have had a hugely beneficial effect on each other's audiences too - ignoring the few highly public silly examples of drama, I know so many people who got into ultrakill from doom eternal, or played ultrakill first and then enjoyed doom eternal more with the approach they developed in ultrakill. Both games are sick.
However, I will say that it's hard to argue that Ultrakill isn't overall a greater creative achievement. It's such a unique and singular vision, with huge care gone into every aspect of its execution. And given how id ended up treating Mick Gordon, I find it difficult to not ultimately end up feeling like Ultrakill deserves its champions more.
When you have a weapon combo idea in ultrakill, the answer to the question “can I?” The answer is almost always Y E S
I feel the need to mention that you can parry guttermen's melee attacks if their shield is broken, they stop using their guns while doing that attack and a little bit after parrying it, and it does a lot of damage.
I'm glad I wasnt the only one that thought blue projectiles meant unparryable, didn't realize that was wrong until I fought Flesh Prison and tried it out of desperation.
Nice, I feel less of a fool now, 😎
Yes, hakita will revamp the whole prelude (i think he will revamp the whole act 1)
Hes also posting some of it already in his channel (one machine army and heart if the sunrise currently)
On the critique of the prelude's level design, I'd have to disagree. IMO the confined spaces of the prelude force you to learn to use your maneuverability to evade attacks and get used to the pace of combat early on before you are eventually granted more freedom to move in the later layers. Starting off with wider, more open spaces would encourage newer, weaker players to keep a good deal of distance from enemies and would thus slow the growth of their movement skills.
Also i'm glad i'm not the only one who mistankingly believed that blue projectiles weren't parryable at first.