BPM: Bullets Per Minute – Crypt Of The Doomslayer

A full review of the FPS rhythm dungeon crawler BPM: Bullets Per Minute

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<p>Rhythm games have been around for a while&period; But BPM&colon; Bullets Per Minute might be the first time the genre has extended to first-person shooters&period; Someone at Awe Interactive must&&num;8217&semi;ve had a bit of an epiphany&period; Combining old-school first-person shooters with the mechanics of something like Crypt Of The Necrodancer&period;<&sol;p>&NewLine;<p>The result is an FPS rogue-lite dungeon-crawl that mixes in elements from rhythm games&period; But how does it play&comma; I hear you ask&quest; Let&&num;8217&semi;s discuss as we take a look at BPM&colon; Bullets Per Minute&period;<&sol;p>&NewLine;<p><amp-youtube layout&equals;"responsive" width&equals;"500" height&equals;"281" data-videoid&equals;"rH2KIJVT5Wg" title&equals;"BPM&colon; Bullets Per Minute &lpar;Rhythm FPS&rpar; - Official Announcement Trailer"><a placeholder href&equals;"https&colon;&sol;&sol;www&period;youtube&period;com&sol;watch&quest;v&equals;rH2KIJVT5Wg"><img src&equals;"https&colon;&sol;&sol;i&period;ytimg&period;com&sol;vi&sol;rH2KIJVT5Wg&sol;hqdefault&period;jpg" layout&equals;"fill" object-fit&equals;"cover" alt&equals;"BPM&colon; Bullets Per Minute &lpar;Rhythm FPS&rpar; - Official Announcement Trailer"><&sol;a><&sol;amp-youtube><&sol;p>&NewLine;<h3 style&equals;"text-align&colon; center&semi;">Kicking Ass To The Beat<&sol;h3>&NewLine;<p>BPM&colon; Bullets Per Minute is rather light on story&period; Which is fine&comma; the game doesn&&num;8217&semi;t really need much of a story&period; The basic gist is that you&&num;8217&semi;re playing a Valkyrie who must fight off an invasion of Asgard&period; The twist is that you must do so to the beat of the soundtrack&period;<&sol;p>&NewLine;<p>I&&num;8217&semi;ve heard people call BPM &&num;8220&semi;a DOOM musical&&num;8221&semi; which&&num;8230&semi; on a surface level might seem apt&period; But when you play the game&comma; that couldn&&num;8217&semi;t be further from the truth&period; I wouldn&&num;8217&semi;t really compare this to DOOM at all&comma; given DOOM is a very different kind of game&period;<&sol;p>&NewLine;<p>DOOM is more of a traditional FPS&comma; where you build up a growing arsenal of weapons and hunt for keys&period; I mean&comma; you do that in BPM too but in a very different way&period; BPM is more akin to a first-person Crypt Of The Necrodancer&comma; to be honest&period; You play in a randomly generated dungeon&comma; with no saves and only a single life&period; Lose your life and you have to start a new game from the beginning&period; The game isn&&num;8217&semi;t that long in terms of progression&period; But depending on your luck with the RNG&comma; you may have trouble even getting past the first level&period;<&sol;p>&NewLine;<p>Each room can either be a monster arena or a special room&period; Monster arenas are simple&period; Just clear them out&comma; grab the loot&comma; and move on&period; The special rooms can hold either a chest&comma; upgrades&comma; the shop vendor&comma; the blacksmith&comma; a library with a secondary ability&comma; or a boss&period;<&sol;p>&NewLine;<p><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2020&sol;09&sol;12053355&sol;20200912103923&lowbar;1&period;jpg"><img class&equals;"alignnone size-large wp-image-163293" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2020&sol;09&sol;12053355&sol;20200912103923&lowbar;1-1024x576&period;jpg" alt&equals;"BPM Screenshot 1" &sol;><&sol;a><&sol;p>&NewLine;<h3 style&equals;"text-align&colon; center&semi;">A Modern Shooter At Heart<&sol;h3>&NewLine;<p>Despite its obvious retro influences&comma; BPM is a very modern FPS&period; More akin to Devolver&&num;8217&semi;s Strafe&comma; it doesn&&num;8217&semi;t really work to call it an old-school FPS&period; You can only carry a single gun&comma; the game is structured as a rogue-lite dungeoncrawl&comma; and every aspect of the game is modernized&period;<&sol;p>&NewLine;<p>This is the biggest thing that bothers me about BPM&period; It&&num;8217&semi;s not really old-school and is clearly made with modern sensibilities in mind&period; It feels artificially difficult and unfair at times&period; The randomization makes you feel discouraged from playing a lot&comma; as your progression is largely based on luck&period; Sure&comma; you may get lucky and get a good weapon&period; Or get enough health to get through the levels&period; But the only way to really progress through the game is to play it non-stop until you just get good by playing&period; And that&&num;8217&semi;s when repetition sets in&period;<&sol;p>&NewLine;<p>Constantly being booted back to the first level is one of the most discouraging things that can happen on a good run&period; And while this may appeal to a certain demographic&comma; I wouldn&&num;8217&semi;t say it does to me&period; As much fun as BPM can be at times&comma; the fact it is designed as a rogue-lite just kills a lot of enjoyment for me&period;<&sol;p>&NewLine;<p>You&&num;8217&semi;re most likely going to replay that first level a whole lot before you can make it further in the game&period; Unless you&&num;8217&semi;re just extremely lucky&period; Which is not really the hallmark of most great shooters&period; It is however the hallmark of 90&percnt; of indie games that clog up Steam&&num;8217&semi;s library&comma; as it is an excuse to not really put effort into crafting levels or make a lot of them&period;<&sol;p>&NewLine;<p>Just make a bunch of rooms&comma; randomly throw them together&comma; change up the aesthetic&comma; and make the game artificially difficult to excuse its short length&period; That seems to be the order of the day&period; Which I guess is fine for an indie title&period; But when you have indie games like DUSK&comma; Amid Evil&comma; and Ion Fury that does the retro shooter thing much more authentic&comma; it comes off as lazy&period; And that&&num;8217&semi;s what sadly makes BPM more of just a novelty than a legit FPS&period;<&sol;p>&NewLine;<p><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2020&sol;09&sol;12060947&sol;20200903193237&lowbar;1&period;jpg"><img class&equals;"alignnone size-large wp-image-163296" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2020&sol;09&sol;12060947&sol;20200903193237&lowbar;1-1024x576&period;jpg" alt&equals;"BPM Screenshot 3" &sol;><&sol;a><&sol;p>&NewLine;<h3 style&equals;"text-align&colon; center&semi;">Norsepunk &&num;8211&semi; BPM Aesthetics<&sol;h3>&NewLine;<p>The graphics I&&num;8217&semi;m a little torn on&period; While I enjoy the setting and the designs&comma; I do find the filter put on everything kind of obnoxious&period; I&&num;8217&semi;m not sure why it&&num;8217&semi;s there&comma; what its purpose is&period; Like&comma; is this how Valkyries see the world&quest; Do they just have a big threshold filter over their vision&quest;<&sol;p>&NewLine;<p>It makes the game kind of difficult to look at in the long run&period; Everything ends up just&&num;8230&semi; looking the same with different color shades for each dungeon&period; It doesn&&num;8217&semi;t really look old school or retro&period; It just kinda looks distracting&comma; the designs are fine though&period; The guns in particular have very neat designs for them&period; I kinda dig the Norse mythology mixed with modern DOOM aesthetic on the guns&period; And the magic abilities kinda add a bit of a Hexen feel as well&period;<&sol;p>&NewLine;<p>Though like I said&comma; the filter put on everything definitely holds everything back in terms of visuals&period; I get it&&num;8217&semi;s an artistic choice but I just for the life of me can&&num;8217&semi;t understand why it&&num;8217&semi;s there&period;<&sol;p>&NewLine;<p><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2020&sol;09&sol;12061338&sol;20200909205752&lowbar;1&period;jpg"><img class&equals;"alignnone size-large wp-image-163298" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2020&sol;09&sol;12061338&sol;20200909205752&lowbar;1-1024x576&period;jpg" alt&equals;"BPM Screenshot 5" &sol;><&sol;a><&sol;p>&NewLine;<h3 style&equals;"text-align&colon; center&semi;">The Epic Sound Of BPM<&sol;h3>&NewLine;<p>If there is one aspect about BPM that it does well&comma; it&&num;8217&semi;s the music&period; Which of course is a bit important in a rhythm game&period; But BPM excels in this area&period;<&sol;p>&NewLine;<p>Composer Sam Houghton did an excellent job with the soundtrack&period; It&&num;8217&semi;s a nice blend of melodic rock with some synth elements&period; And while I wouldn&&num;8217&semi;t exactly call it &&num;8220&semi;rock opera&&num;8221&semi; as the game has marketed itself with&comma; it is still great&period; Unfortunately&comma; I wasn&&num;8217&semi;t able to get far enough to hear a lot of the soundtrack&period; Only the first couple of levels really&period; But what I heard was definitely really good and up my alley&period; It&&num;8217&semi;s definitely good enough to warrant more playthroughs&period;<&sol;p>&NewLine;<p>In a lot of ways&comma; I feel the music is what truly carries BPM&period; It is the core and soul of the whole experience&period; And I feel without the music and rhythm aspect&comma; BPM would be a very mediocre shooter&period;<&sol;p>&NewLine;<p><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2020&sol;09&sol;12084128&sol;20200903192053&lowbar;1&period;jpg"><img class&equals;"alignnone size-large wp-image-163302" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2020&sol;09&sol;12084128&sol;20200903192053&lowbar;1-1024x576&period;jpg" alt&equals;"BPM Vendor" &sol;><&sol;a><&sol;p>&NewLine;<h3 style&equals;"text-align&colon; center&semi;">A Great Rhythm Game&comma; A Mediocre FPS<&sol;h3>&NewLine;<p>In conclusion&comma; as a rhythm game&comma; I think BPM&colon; Bullets Per Minute is great&period; The music and gameplay work in tandem to create unique and engaging combat&period; And the designs of the characters are all great&period;<&sol;p>&NewLine;<p>However&comma; as an FPS I think it falls short&period; It relies far too much on modern RNG rogue-lite mechanics to feel old-school enough&period; And with the rhythm gameplay being the only thing setting it apart from the sea of other similar games&comma; it doesn&&num;8217&semi;t have all that original to offer&period;<&sol;p>&NewLine;<p>I&&num;8217&semi;d say pick it up for the music&period; But just beware that this is no DOOM or Quake with rhythm elements&period; But if randomized dungeon crawlers are your cup of tea&comma; then this might scratch the itch if you dig rhythm games as well&period;<&sol;p>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<p style&equals;"text-align&colon; center&semi;"><strong>This review is based on a review build provided by the developer<&sol;strong><&sol;p>&NewLine;<div class&equals;"jeg&lowbar;review&lowbar;wrap">&NewLine; <h3 class&equals;"jeg&lowbar;review&lowbar;subtitle">The Review<&sol;h3>&NewLine; <h2 class&equals;"jeg&lowbar;review&lowbar;title">&NewLine; BPM&colon; Bullets Per Minute&NewLine; <&sol;h2>&NewLine; <div class&equals;"jeg&lowbar;reviewheader clearfix">&NewLine; <div class&equals;"review&lowbar;score score&lowbar;avg">&NewLine; <span class&equals;"score&lowbar;value">7<&sol;span>&NewLine; <span class&equals;"score&lowbar;text">Score<&sol;span>&NewLine; <&sol;div>&NewLine; <div class&equals;"desc" style&equals;''>&NewLine; <p>BPM&colon; Bullets Per Minute is a rhythm FPS dungeon crawler that excels at being a rhythm game&comma; but fails as an FPS&period; Boring repetitive mechanics puts this in the same league as other dime-a-dozen modern RNG games with randomly generated dungeons&period; The music is excellent though&period;<&sol;p>&NewLine; <&sol;div>&NewLine; <&sol;div>&NewLine; <div class&equals;"jeg&lowbar;reviewdetail clearfix">&NewLine; <div class&equals;"conspros">&NewLine; <h3>PROS<&sol;h3>&NewLine; <ul><li><i class&equals;"jegicon-check"><&sol;i> Excellent soundtrack<&sol;li><li><i class&equals;"jegicon-check"><&sol;i> Rhythm gameplay is solid<&sol;li><li><i class&equals;"jegicon-check"><&sol;i> Great designs<&sol;li><&sol;ul>&NewLine; <&sol;div>&NewLine; <div class&equals;"conspros">&NewLine; <h3>CONS<&sol;h3>&NewLine; <ul><li><i class&equals;"jegicon-cross"><&sol;i> Obnoxious graphics filter<&sol;li><li><i class&equals;"jegicon-cross"><&sol;i> Too many rogue-lite tropes<&sol;li><li><i class&equals;"jegicon-cross"><&sol;i> Too luck based<&sol;li><&sol;ul>&NewLine; <&sol;div>&NewLine; <&sol;div>&NewLine; <div class&equals;"jeg&lowbar;reviewscore jeg&lowbar;reviewbars clearfix" data-scoretype&equals;"point">&NewLine; <h3>Review Breakdown<&sol;h3>&NewLine; <ul><li>&NewLine; <strong>Story<&sol;strong>&NewLine; <span class&equals;"reviewscore">6<&sol;span>&NewLine; <div class&equals;"jeg&lowbar;reviewbar&lowbar;wrap">&NewLine; <span style&equals;"width&colon; 60&percnt;" class&equals;"barbg"><&sol;span>&NewLine; <&sol;div>&NewLine; <&sol;li><li>&NewLine; <strong>Gameplay<&sol;strong>&NewLine; <span class&equals;"reviewscore">6<&sol;span>&NewLine; <div class&equals;"jeg&lowbar;reviewbar&lowbar;wrap">&NewLine; <span style&equals;"width&colon; 60&percnt;" class&equals;"barbg"><&sol;span>&NewLine; <&sol;div>&NewLine; <&sol;li><li>&NewLine; <strong>Graphics<&sol;strong>&NewLine; <span class&equals;"reviewscore">7<&sol;span>&NewLine; <div class&equals;"jeg&lowbar;reviewbar&lowbar;wrap">&NewLine; <span style&equals;"width&colon; 70&percnt;" class&equals;"barbg"><&sol;span>&NewLine; <&sol;div>&NewLine; <&sol;li><li>&NewLine; <strong>Sound &amp&semi; Music<&sol;strong>&NewLine; <span class&equals;"reviewscore">9<&sol;span>&NewLine; <div class&equals;"jeg&lowbar;reviewbar&lowbar;wrap">&NewLine; <span style&equals;"width&colon; 90&percnt;" class&equals;"barbg"><&sol;span>&NewLine; <&sol;div>&NewLine; <&sol;li><&sol;ul>&NewLine; <&sol;div>&NewLine; &NewLine; <&sol;div>

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