If Doom was a rhythm game, it would be a lot like Bullets Per Minute


Earlier this year, Doom creative director Hugo Martin dropped some musical metaphors to describe the upcoming Doom Eternal. “Doom is definitely rock music, Doom 2016. [Doom Eternal] it’s speed metal,” he said at the time. “When you play the game, you can feel it. You think much faster, you make shared decisions. We want it to become rhythmic. You reach a flux state of chaos and violence.”

Bullets Per Minute, from Awe Interactive, seems set to make that analogy much more literal. It’s a “rhythm-action FPS roguelike” where you move, jump, and blast your way through randomly generated dungeons, all to the beat of an epic rock soundtrack. You’ll play as one of five different Valkyries, each with unique strengths and weaknesses, wielding a range of weapons with different rhythm-based firing and reloading characteristics and over 40 items” that uniquely enhance your character and interesting”.

According to the Steam listing, the focus is purely on the action: the only objective is to fight your way through seven dungeons and kill the boss at the end of each, so you can take on the final boss. , Nidhogg. (Not the game, I guess, but the Norse Serpent chewing Yggrasil Root.)

I’ll be honest, I’m having a little trouble figuring out how Bullets Per Minute will actually play, especially how the pacing system will work when bullets and monsters are flying everywhere. What are the consequences of a miss – reduced damage or misses, perhaps? Or maybe it works the other way around, and keeping up the pace grants bonuses that make it easier to slaughter? It’s really unclear, and to my eyes the trailer feels like fairly straight-forward shooting and moving action, with quality bits in the background.

Whatever the situation, I probably won’t be very good at it, but I’m really can’t wait to try it. Bullets Per Minute is currently slated for release in August, and until then there’s a website that promises to reveal more “soon” at bulletsperminute.com.


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