It borrows as much from games like Doom Eternal andTitanfall 2as it does from the classics of the nineties.
Turbo Overkill review
Either way, what matters is this: Turbo Overkill isfuckingamazing.
Your avatar for this ballistic rollercoaster is the wonderfully named Johnny Turbo.
I don’t mean the concept of religious transgression, although there’s plenty of that in Paradise too.
Turbo Overkill wastes no time getting to the good stuff.
The alt-fire, meanwhile, locks onto to multiple targets as it charges.
Johnny’s twin pistols are a winning aperitif, but his signature weapon isn’t held in his hands.
Pressing Control will propel Johnny into an aggressive slide, revealing the snarling chainsaw blade concealed inside his leg.
See a narrow corridor crammed with oblivious goons?
It’s Chegg o’clock, baby.
Even at this basic level, there’s a distinctive quality to Turbo Overkill’s gunplay.
But this is only the start.
The two best weapons are picked up halfway through the game.
While enticing, it’s limited by the fact that you’re free to only telefrag basic enemies.
Aside from itsapocalypticalt-fire, what I love about the Ion Blaster is how it handles ammo.
This gives you a sense of the power curve Turbo Overkill plays with.
What it doesn’t communicate is how kinetic all of this is.
There is a price for this mechanical variety, and it’s paid in a slight lack of refinement.
There’s a fantastic-sounding upgrade that triggers an explosion whenever you land from a height.
Moreover, the default difficulty skews too far toward easy.
Given there are five difficulty parameters, this shouldn’t be a problem.
But you could’t increase the challenge once you’ve started a game, only decrease it.
Yet like all the best shooters what elevates Turbo Overkill is the journey it takes you on.
The third chapter, meanwhile, is all gravy.
It’s a wild ride.
I’m also unsure how coherent the story is.
It packs more weird, nasty fun into a twelve-hour window than anything else I’ve played this year.
I take back what I said at the start.