![space punks twitch space punks twitch](https://cdn2.unrealengine.com/egs-spacepunks-flyingwildhog-g2-03-3840x2160-fde39a873a21.jpg)
Dodging the enemies’ telegraphs and choosing your moment to strike felt a bit more skillful. There’s also the option for melee attacks, and I found that a more enjoyable way to play. You can do more than that if you want to, but there doesn’t seem to any compelling need to do so. The whole game boils down to just strafing while you hold down the left mouse button. Your shots also stagger enemies slightly, and enemy ranged attacks can be dodged, so as long as you’re mobile, you’re never in any real danger.
#Space punks twitch full
As long as you’re pointed vaguely in the direction of the bad guys, you’ll hit them for full damage. There are no headshots and no aiming for weak points. And the problem there is that the isometric camera eliminates any of the depth you’d normally have in shooter gameplay. With decently long cooldowns on your small selection of active skills, mostly all you do is shoot things. Essentially your only character building choice is whether you want to be a tank, a DPS, or somewhere in the middle. There is a pretty large skill tree, but the large majority of its nodes are simply numbers buffs and wouldn’t do much to change your playstyle. Each of the game’s playable characters (four now, presumably more later) has access to only three active skills, which are gradually unlocked as you play. I went in expecting Space Punks to be an ARPG in the Diablo mold, and it does have some of that DNA, particularly in its loot grind, but it’s definitely more accurate to describe it as a top-down shooter.įor one, the character building elements are minimal. Once you get past the abrasive music and fingernails-on-a-chalkboard humor, you get a game that is… very basic. As someone who has dabbled briefly in humor writing, I know it is probably the single hardest genre to execute well, but too few realize this. There’s nothing wrong with action comedy, but it has to be done with some degree of cleverness and charm. I know I’m probably coming across as very “old man yells at cloud here,” but it really is over the top in a way few games ever achieve. It is as if the game is reaching out of my computer, shaking me by the shoulders, and screaming, “THIS IS SO FUN. Space Punks is trying to be irreverent and fun, but it’s trying so desperately hard that it comes across as anything but. I’m someone who quite actively disliked WildStar, but Space Punks makes even me feel a bit of nostalgia for it because even WildStar had more wit than this. Your character will constantly be throwing out battle cries and one-liners as you play, many totally disconnected from what’s actually happening on screen, all overly loud and painfully unfunny. Even the mouse cursor is trying too hard to be “cool.” It appears as a “finger gun” most of the time, switching to devil horns when hovering over buttons. Even the initial menu screen is an assault on the senses, as you’re immediately greeted by a constant, screeching guitar track. My overriding impression of Space Punks is that it was made by people who believe the chief flaw of WildStar is that it was just so subtle and understated. At last, I found some room in my schedule to give Space Punks a proper look for this week’s Not So Massively column.
![space punks twitch space punks twitch](https://thenerdstash.com/wp-content/uploads/2021/11/Captain-ToonHead-Launch-Trailer-1024x576.jpg)
#Space punks twitch free
I’ve been meaning to check out Space Punks, the new isometric shooter from developer Flying Wild Hog and publisher Jagex, since it launched its free open beta, but I’ve been distracted by other recent releases, the grind in Lost Ark, and the surprisingly addictive new mode in Iron Harvest.