Some of the weapons, like a charged laser that looks straight out of the recent Ghostbusters video game, are rather fun to use. After scouring an entire map and fighting endless enemies for twenty minutes to find specific batteries or charge a satellite, a cheap death to a big bad and a game over screen makes it easy to put the controller down and play something else.Įven with some help from teammates, the missions here are adequate at best, which is a shame considering the design's finer touches. Dying once without a teammate to help out means restarting the entire mission and doing all of the busywork objectives over again. Despite this, it's not recommended to actually try to play Space Punks alone, because of some punishing decisions surrounding respawns. A good melee swing can get anyone out of trouble, and shields recharge fast enough to make retreating a worthwhile strategy. Outside of boss fights, combat never feels overwhelming, even when playing alone. Related: Scarlet Nexus Review: A Superpowered Action RPG Considering how repeatable Space Punks' missions tend to be, it's likely that players will be adjusting volume settings to reduce character dialog sooner rather than later. A lot of that style doubles as a cover for the monotony of combat, a loop that includes smashing apart groups of five to six robots every few seconds and finishing off rote mission objectives. It has a variety of loud and unique weapons, characters that spout catchphrases whenever possible, and enemies that die amid comic-book-style "THWAPP"s and "WHACK"s.
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