REVIEW: FREAKHUNTER
Freaked me out.
FREAKHUNTER’s steam page describes its creation “as an exercise in actually finishing a videogame” and it shows. Coolest idea, coolest title, coolest two thirds of a game, just for it to turn into an annoying errand.
That’s all I could write when thinking about my experience, but it felt maybe a bit too mean considering that, for the most part, it was a full on blast. It has that Treasure type of game feel almost lost in current games; all weapon types feel great to shoot, the freaks have this weird cuteness mixed with a threatening presence that earns them a “freak” naming, new levels introduce new freaks and new items and it all flows remarkably well. Until, again, that last leg of the game jumpscares you into WarioWare reaction times, obnoxious mazes and a fuck you timer. I was honestly hyped for that; most of my favourite games make the player want to eat their own shoe, but tastefully. I don’t like to assume things about development when writing these things, however, to be frank, it’s very clear the dev just threw shit at the wall when making these last levels, to adhere to the philosophy of “games should end with The Hardest Challenge Ever”. It does make sense with the arcade nature of a dungeon crawler rail shooter, and it also makes sense why I fucking loathed it.
Regardless of my issues with it, FREAKHUNTER will stay in my mind for a long time, and I absolutely do recommend it. I mean, just look at that title, then see any screenshot and tell me it doesn’t look sick as hell.
I’m just not freaky enough. Someday perhaps.