You hear them before you see them - the awful croaking of the
flap-handed poison frogs, the cosmic rattling death-baa of a squat and
villainous ram. It's a tiny detail, but it brings so much to
proceedings: when you enter a new chamber, seconds after you find
yourself locked inside again, a game about shooting is briefly,
regularly, a game about listening. What's coming next? Oh god, it's frogs! Luckily, I have exactly the right tool for dealing with frogs.
All of which is to say that Immortal Redneck pulls off the
near-impossible. There is a funny thing about procedural games - games
which are always relentlessly different - and that's the fact that, over
time, they often become entirely samey. When rooms, weapons, enemies,
timings are scrambled artlessly, you frequently get something with the
consistency of other scrambled things. You get scrambled eggs. You get
ludic sludge. Immortal Redneck is a shooter/roguelite hybrid: you grab
your guns and race through a series of pyramids, each one formed by
increasingly hazardous floors composed of procedurally shuffled rooms
filled with a range of gloriously colourful baddies. Every now and then
there is a boss, and when you die you get to spend your winnings across
the spreading boughs of a skill tree that will hopefully allow you to
play better next time. Let scrambled eggs commence!
But it never
does. Partly this is because of obvious things. Immortal Redneck is a
beautiful shooter to control. Movement is smooth and fast and traversal
allows you to jump and mantle with no snagging and no interruption to
the flow of your intuition. It's Painkiller-ish, Serious Sam-type stuff,
pleasantly retro and twitchy, and crucially the guns - they range from
six-shooters to magical staffs and electro-swords with some wonderful
curios in between - feel nice and punchy even before you've started
plugging in points.
Then there's the setting: I have no idea why a redneck finds himself
mummified in Egypt - this is all explained in an opening cutscene; sadly
a game with this kind of paciness in its soul demands that cutscenes
are skipped on principle - yet Egypt is very nice to look at and dash
around, sand piling on time-smoothed stone floors, huge statues rising
broken from the earth in underground chambers lit by wall-mounted
torches, enemies who take the form of sarcophagi, say, lumping awkwardly
towards you and then disgorging mini-mummies. Egypt's ancient gods were
the original MOBA line-up, really - I hope this isn't too offensive a
point to make, but since the ancients did not draw the same borders
between the sacred and the secular I reckon they'll forgive me - and
they erupt out of this game with their jackal-headed charisma entirely
undimmed.
But partly it's the stuff that Immortal Redneck gets
right that other games often don't. Take the procedural rooms, slammed
together into gauntlets that you fight through, enemies getting trickier
and rewards getting rewardier with each floor. The arrangement of rooms
is always shifting, but the rooms themselves are the work of proper
human craftspersons, and you can tell: algorithms are shown the door.
They're beautiful, these rooms. They have internal flow so you can move
and move, dashing forward and looping at that beautiful headlong pace.
But they also have verticality, so you can race up and down in
surprising ways. They have their own characters, and they pose their own
challenges. A wide-open place is terrifying when filled with frogs, but
it's a different kind of anti-picnic when it's just you, no cover, and a
distant sniper. (Enemy types fit together with geometry so well here,
of course, because it's the kind of old-school game where you can duck
around incoming projectiles if you're fast enough. Enemy types are often
intimately related to questions of geometry in fact: they may look like
a gabbling micro-whale or a contortionist hanging from the ceiling, but
you know them by how they aim, how they charge a shot, and how fast
that shot then moves through the air.)
Then
there are the scrolls. Let us bow our heads briefly and give thanks for
the scrolls in Immortal Redneck. Yes, they are simple modifiers dropped
by fallen enemies along with money, ammo and health top-ups, but they
are also the reason each runthrough has its own narrative, its own
peculiar trajectory. Scrolls can be good or bad, and when they're bad
they can be very bad. You don't have to pick them up, and at times they
can be so bad, so game-changingly terrible, that I have actually left
them where they lay, which is the ultimate accolade for the power of a
modifier in a game, I would argue.
But I rarely leave
them where they lay, to be honest, and man, these things mess with me.
They're a welcome splinter of chaos, basically. They hide the map or
they reveal distant parts of the map. They force me to constantly run,
or they halve my health in exchange for gold that I did not ask for.
They fiddle with gravity. When you start to pick scrolls up, you start
to make each run genuinely distinct, you start to tell a story that
feels bespoke and almost crafted. Just now I had a run where my
weapons were swapped out randomly and I was suddenly left to make do
with bow and arrow and throwing knives. Minutes later I was given
floating hands that fired plasma balls and I also gained the ability to
throw out an expanding boundary of flame whenever I took damage.
Finally, a scroll removed every weapon except the one I was using at the
time - a shotgun - which effectively meant I had to kill up close.
Every run is like this, which is a paradoxical thing to say because what
I mean is that every run is nothing like every other run. Cor!
And
phew. Throw in that skill tree, forever tempting you in new directions,
its branches reaching out until they hold the sky. Throw in a merchant
selling consumables and equippable medallions. Throw in daily challenges
and all that sweet jazz. Throw in classes, of a sort, unlocked via the
skill tree, which see you cuddling up with deities to possess different
starter weapons and different active and passive skills. Throw in the
endless headlong pelt of a game that is gloriously familiar and
old-fashioned, that is built around craft and cruelty and just the right
degree of imagination. Immortal Redneck is super-duper.
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