The core of Jupiter Hell is the gameplay and how well it mixes very disparate elements. The inspiration for the world, the shooting, and the inventory is clearly the dominant FPS of the 90s. #Jupiter hell wallpaper manual#īut the character moves in discrete turns, can only choose from four directions, and automatically targets most of the time (there’s a manual option for finesse shots). He also has traits he can upgrade, and each class comes complete with a special ability. The levels are generated but they are not huge. After death players have to take it from the top, with the only meta progression being a better understanding of the core mechanics. Jupiter Hell is easy to understand but hard to master. All commands are the keyboard or the controller and, once the tutorial is over, it’s impressive how easy it is to forget to reload. Or to hug the walls when moving to get cover if needed. Or to make sure that you use explosive barrels to deal with groups. Or to walk back to a known location when an enemy has good cover to force him to chase before setting up an ambush.ĭespite the turn mechanics, the game is fast and tense. I often died because, even if I could exit a level, I got greedy and wanted to kill more enemies and find more loot. I sometimes only moved through two doors before finding the elevator and moving past a level. I knew I needed to explore at least a little and then evaluate what risks to take but I wanted to push forward even more. I would have liked to have some meta-progression to add extra reasons to push forward. Or to get more variety between the three classes. But the core gameplay loop is good on its own, especially once you get one or two upgrades and a good weapon and feel like the powers of Hell are unable to take you down (they actually very much are, always keep a medkit on hand). Jupiter Hell wisely locks its perspective pretty high above the protagonist's head.
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