I want to paint it red

I recently swung (swang?) by the Devolver Digital booth at PAX West 2016 to take a good hard look atSTRAFE, a hardcore-old-school-ultra-stylized-FPS-roguelike-simulated-gorefest. I’ve been side-eyingSTRAFEsince its ridiculousKickstarter campaignin 2015, and now that I’ve had a bit of hands-on time with it, you know your boy’s got some thoughts about it.

STRAFEis hard. Hard as shit. Tough as nails. Rough as sandpaper. As someone who just recently started playing the newDOOM(on easy difficulty, please don’t say mean things to me about my choices), it’s the exact amount of hard that this game both needs and deserves. Enemies started to respawn if I stayed in an empty area for too long.

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Projectile-based attacks flew at me from all directions. I dieda lot. There was never a safe moment inSTRAFE.I was always low on something, be it ammo, scrap, or health, and it encouraged constant movement and quick decisions whilst romping around painting the environment red with enemy blood. There are no grenades, instead barrels scattered amongst the levels that must be thrown — which offers a choice between a huge explosion that clears a section of enemies or being able to fire your weapon to defend yourself at a closer range.

SinceSTRAFEis also a roguelike, the zones (of which I saw two) are procedurally-generated and offer enough variety and surprises that successive runs shouldn’t feel stale. The first zone, ICARUS, is as much of an homage to the original DOOM as you can get: a high tech facility with lots of winding paths, corridors, and arena fights. One of the runs I played actually started in the iconic first room from E1M1.

John and Molly sitting on the park bench

The second zone, BLACK CANYON was a bit surprising as it eschewed the tight corridors of ICARUS and instead opted for a much more open area with caves, rock formations, as well as crashed and broken sections of the previous zone scattered in for good measure and environmental storytelling. Of course, the enemies were much more varied and difficult, with more and more enemies bleeding yellow acid that inflicts damage if touched. It subverted my expectations quite a bit, and I am very much looking forward to see what the next two zones have to offer in the final game.

Power-ups and secrets are a huge facet ofSTRAFEas well — in fact just the act of shooting a crate and jumping full-speed into the power-up that shoots out of it is both addicting and momentum-conserving. Since it’s such a fluid and natural thing, I never felt like I was going out of my way to get power-ups inSTRAFE, so much that I don’t think I ever stopped to smell the roses — I mean carnage.

Close up shot of Marissa Marcel starring in Ambrosio

It’s an intensely addictive fast-paced experience, and no matter what weapon you go with — be it the shotgun, the machine gun, or the railgun — it’s a guaranteed blast running through areas at 50 miles per hour and blasting heads off dudes whose necks spout fountains of blood like water out of the broken hose that you claimed you’d replace like two weeks ago, but now your garden is both dead and drenched in blood. I really didn’t want to stop playing.

Kukrushka sitting in a meadow

Lightkeeper pointing his firearm overlapped against the lighthouse background

Overseer looking over the balcony in opening cutscene of Funeralopolis

Edited image of Super Imposter looking through window in No I’m not a Human demo cutscene with thin man and FEMA inside the house

Indie game collage of Blue Prince, KARMA, and The Midnight Walk

Close up shot of Jackie in the Box

Silhouette of a man getting shot as Mick Carter stands behind cover