Author Topic: Hyperparasite (Switch) Review  (Read 1148 times)

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Offline lolmonade

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Hyperparasite (Switch) Review
« on: May 07, 2020, 09:33:22 AM »

Invasion of the bodies snatcher

http://www.nintendoworldreport.com/review/53679/hyperparasite-switch-review

Hyperparasite is a twin-stick, top-down, roguelike shooter.  If that combination of words didnā€™t sound like a bot spat it out, maybe the theme will pique your interest.  You play a symbiote-like creature whose survival depends on possessing a mixture of different human combatants with varying abilities, navigating various levels, and fighting off waves of enemies.  I was greeted upon launch with an absurd introduction video message from the Presidentā ā€”a bunker-occupying, eyepatch wearing, foul-mouthed leader who looks like a mixture of Ronald Reagan and Big Bossā€”who has sent out a call-to-arms to the citizenry worldwide for the noble cause of protecting him from the amorphous enemy.

Every run starts with a different human avatar, each of which has a unique move set consisting of a regular and special attack, a dodge, and the ability to detach from the host and take the natural parasitic form.  A police officer has a gun-based attack with a special move that makes bullets travel farther.  A homeless man has a more melee-based kit, using a shopping cart as a battering ram.  Once the hostā€™s life bar is depleted, I shed my human skin and was relegated back to my blobular formā€”a weak, ill-defined body which has modest offense and a fragility that incentivizes finding a new host quickly.  Get destroyed in that state, and your game over is accompanied with a clever little newspaper article highlighting which human was the hero in that timeline.

Those future human husks are acquired by defeating those that havenā€™t been unlocked yet.  If a brain drops from their body, you can make it back to the hub area and pay the necessary monetary fee to unlock them as a possessable form moving forward.  In practice, this felt like one requirement too far to unlock new forms, or at least itā€™s too punitive with how cash-tight things can seem throughout.  There are also perks that can be intermittently unlocked with experience such as HP boosts or attack power.  Admittedly, I hadnā€™t noticed an appreciable improvement in ability after investing in these power-ups, so it became a rote exercise of spreading it across the different options as I played.

For me, the success of a roguelike is how good the core game feels.  A game like Dead Cells feels so fluid and crisp that the randomness of the level layouts, enemy placement, and item/ability drops bolster that solid foundation well and provide variety.  The worst type of roguelike has a core gameplay that doesnā€™t stand out from its peers, which then highlights how uncurated the RNG level generation and item drops are, therefore making the entire game feel like chance. .  Hyperparasite is somewhere in the middleā€”itā€™s best when I find a new human that has a toolset that empowers me; at its worst, I get a bad draw of a host and encounter enemy types that are bullet sponges.  Oddly enough as well, I noticed a slightly less smooth movement rate when in handheld mode than docked.  It didnā€™t affect my ability to progress but was sometimes distracting that lessened my enjoyment.

Hyperparasite leans heavily on its setting to stand-out from other top-down shooters, and in that sense, it succeeds in having a great, dark, B-movie tone that feels distinct and engaging.  Thereā€™s a real variety to the different host bodies you vulture off-of, which would provide a great flow of hoping from body-to-body if some of them didnā€™t just feel like they will set you behind by doing so.  If you have a craving for a twin-stick shooter thatā€™ll keep you engaged for a while with an interesting premise, Hyperparasite can provide some brief fun, but be prepared for some grind to unlock new flesh suits and a better experience on the TV.