![]() ![]() Upon completion of a level players are given the option to watch a replay of their actions, now played at full speed in normal time and shot from theoretically cinematic angles. The takedown move is particularly useful as it is a one-hit kill for most of the weaker enemies and also lets the player direct where John lands after the move's animation is over, often allowing for a chain reaction-style mode of play where a room full of low-level enemies can be taken down in quick succession without ever having to do anything other than the same move over and over. Enemies have both stamina and health meters, with select boss characters needing to be worn down with melee attacks before John is able to kill them properly. If he's out of bullets, or if the player is just feeling froggy, he can also throw his gun at opponents, but another one will need to be picked up if he wants to fire again. John can shoot, he can move, he can crouch, hit, push, parry, and he can perform a "takedown" on enemies. While the former may be a statement that one could make about most games, especially those in the shooter genre, it's John Wick Hex's limited options for engagement which make large encounters with enemies frustrating rather than exhilarating. Other levels introduce multiple enemies at the same time, and since John can only ever do one thing at any one moment it becomes exponentially harder to deal with them without taking damage. Some levels introduce enemies one at a time, making them almost comically easy to deal with. Health and ammo are carried over between stages, and although the game allows John to stash bandages and extra clips in select levels throughout each location one hard stage can still ruin a run if the player makes more than a few stupid decisions.ĭifficulty in John Wick Hex comes in waves. ![]() Individual levels are split up by location, with each location featuring a handful of different stages for the player to fight their way though. Thankfully this works in 360 degrees and is not limited to the direction John is facing, but it means enemies may sneak up on him from a previously cleared room due to some levels featuring apparently unlimited re-spawning opponents.įor most levels, stealth is both encouraged and ultimately fruitless as eventually a door will open somewhere off screen and an enemy will begin shooting, thus alerting everyone to John's presence. ![]() Complicating matters is the vision cone, which obscures any and all enemies players can't see from their current location. Much like an intense table-top game of Stratego, John must take his time and study the available free areas, enemies, and environmental hazards if he wants to make it through levels unscathed. Like Superhot, every step and every action in John Wick Hex moves time forward, but players can take as long as they want deciding on their next move. In the game, as John Wick themselves, the player can see it all coming. In the best John Wick scenes, Keanu Reeves' reflexes can at times feel almost precognitive as his character flips around, drives over, kicks back, and shoots enemies with grace and ease in an almost superhuman manner. Two seconds, to be precise, displayed at all times at the top of the screen in a handy timeline format which not only includes information about John's own upcoming actions but the intentions of enemies around him as well. The game of John Wick Hex is played in seconds. Related: 10 Hidden Details In The John Wick Movies That Everyone Missed The entire game is coated with a slick, distinctive graphic novel cel-shading reminiscent of the PlayStation 2's XIII, and while it doesn't do a great job recreating the stark realism of the tie-in film's cinematography, John Wick Hex's lanky-legged art style is enough to make the title look unique. In John Wick Hex, players take on the titular role of Keanu Reeves' John Wick, a former and current assassin tasked with finding and confronting the game's villain, the also-titular Hex, who narrates the story both through comic book-style animated cutscenes and with voiceovers during gameplay. ![]()
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