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  • Summary: BPM is a rhythm-action FPS rogue-like where you must shoot, jump and dodge to the beat of an epic rock soundtrack. Delve into a randomly generated dungeon where one missed note can lead to your death. Gain game-changing abilities and loot powerful weaponry to defeat your ancient enemy: Nidhogg.

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BPM: Bullets Per Minute - Official Announcement Trailer
Score distribution:
  1. Positive: 1 out of 3
  2. Negative: 0 out of 3
  1. Oct 6, 2021
    80
    BPM is an amazing concept, realised wonderfully. It's not the easiest of recommendations due to the game's brutal difficulty level and heavy metal skew, but if you're on board with those things, willing to learn something new (and get your ass handed to you repeatedly in the process), and prepared to overcome the whims of some random elements to bring down Nidhogg, you're in for one hell of a time. Honestly, well executed passages are next-level satisfying, from triple-tap kill combos to the beat to the simple act of reloading some of the fiddlier weapons. Completionists beware, though — the list is a bit silly.
  2. Oct 5, 2021
    70
    Despite its shortcomings, we were always drawn to come back for 'one more run'. It nails the roguelite gameplay hook and has a unique gameplay mechanic to support it all. While it at times feels as though the game's fighting against you when everything comes together, there's nothing quite like it. Clearing a room of monsters in time to the guitar shredding soundtrack never gets old and the constant progression of unlocking new characters and skills is an incentive to keep trying. It's not a home run, but those who buy into BPM: Bullet Per Minute's charm will certainly have a good time.
  3. Oct 20, 2021
    70
    I don’t mind a challenge, but the difficulty is mind-blowing, the mechanics are hard to get used to, and BPM: Bullets Per Minute is just so unforgiving, both in terms of rhythm and combat, that it’s hard to find much enjoyment. That said, the concept is great yet whilst the idea seems like a good one, in execution it’s tougher to sell.
Score distribution:
  1. Positive: 1 out of 1
  2. Mixed: 0 out of 1
  3. Negative: 0 out of 1
  1. Oct 7, 2021
    8
    BPM: Bullets Per Minute had Doom as an influence from the vibe i get, something that becomes increasingly obvious the further I progress inBPM: Bullets Per Minute had Doom as an influence from the vibe i get, something that becomes increasingly obvious the further I progress in the game. Constant movement is useful and almost necessary as the rooms are often be crammed full of enemies with many lunging or shooting projectiles. The problem is that Doom has a rhythm all of its own. A constant, urgent rhythm that keeps you on edge until danger has passed. Forcing this into the middle of an entirely different rhythm dictated by music is disorienting at first. The result is that the player is required to dance to two different beats simultaneously, making the game perfect for those seeking a challenge. I truly struggled with this style gameplay. The game was best (for me) when the heart of the rhythm mechanic is taken from the experience. Turning on auto-rhythm unshackles my weapons from the soundtrack. Suddenly, I am a master of disaster and mowing down everything in sight. I can really appreciate the variety in the weapons and lore to be found. Boss fights become challenges I enjoy rather than dread to the beat. Game modifiers that BPM identifies as "challenges" can be unlocked, but the game doesn’t explain how. One I accidentally gained access to is "full auto", which truly brings the game to life. Difficulty defaults on Hard, but all weapons have auto fire, and there’s no worry about the rhythm mechanic. The rogue-like design is a much more powerful influence on the experience than the rhythm shooting. There are no permanent advantages to earn. No shortcuts, no new starting weapons, no increased health, no increased base stats. There are stats in BPM by the way. Elements such as range, damage, and movement speed can be increased by offering coins to the randomly placed statues scattered across each dungeon. Coins, with which you can also purchase weapons and items from the two shopkeepers, are a good example of how BPM struggles with the concept of ordered chaos so integral to the rogue-like experience. The one thing you can transfer between runs is coins, by a very randomly generated bank. While each dungeon will feature both shopkeepers, the bank seems much rarer. It’s almost never there when I see to have plenty of gold, and usually not seen when I need to withdraw. The weapon distribution and abilities could do with a little more randomization themselves. There are some fantastic things to buy and find, but the best stuff tends to be distributed on an all or nothing basis. Bosses have more dangerous variations that can be generated, too. Fighting two at once with the base pistol isn’t ideal, that I promise you. The dungeons themselves have variations, and these should be lumped in with the challenges as well. I don’t mind being surprised, but suddenly having enemies take and deal extra damage thrust into the fray seems a bit unjust. That’s something you should choose to take, not stumble into partway through your great runs. For all its flaws, there’s many more wins in BPM: Bullets Per Minute, even though most of it is detached from the central rhythm mechanic in play. There’s a lot of rock-infused riffs to fire away to, and i actually like everything thats good here even if it is insanely difficult. If BPM sounds like your cup of tea hen head on over to the Xbox digital games store and give it a download today. The price may seem a bit steep at a glance but there’s plenty of game here for the price of admission so don't fear the reaper. Expand