It works admirably despite the within this somewhat sparse presentation, and feels like an idea that the developer could evolve into something really special in the future-with or without the John Wick license. What could easily have been a generic real-time action game works wonderfully in this form-converting the pace of the movie action into a very elegant illusion of it. Created in close cooperation with the creative teams behind the films, John wick Hex is fight-choreographed chess brought to life as a video game, capturing the. This means that the zoomed-in real-time replays you can watch at the end of each level don’t look quite as flashy as you’d hope for, even though they are a welcome touch.īut beyond that, John Wick Hex is a movie tie-in that doesn’t go for the lowest common denominator. There are no animations for attacking downed enemies, for example, so instead they’re jolted awkwardly into upright positions for the attack, and I’m pretty sure that John’s ‘Strike’ move isn’t meant to look like an open-handed slap followed by a rather dainty kick in the balls. Character faces are beady-eyed and blank, and animations are limited. It’s a sparing aesthetic, and a little flat in detail. The cel-shaded art style is complemented by that colour-de-rigeur neon palette of mostly blues and pinks (the fuschia blood splatters are a particularly nice touch). (Image credit: Mike Bithell/Good Shepherd Entertainment) This meant that, particularly later on with higher enemy counts, I quite often resorted to the ol’ funnel-of-death tactic, luring a hapless stream of goons through a doorway or outwitting them by running around pillars. Every command you give Wick - whether that's crouching behind a desk or firing a revolver - takes a second or so to complete. Enemy AI mindlessly homes in on you once you’ve been spotted, always aware of your position whether you’re sighted or not. Your position at the end of each action is critical, and at its best John Wick Hex feels like you’re pirouetting from one enemy to the next in a graceful dance of death.īut as I progressed through the six-chapter campaign-no more than nine hours long-I began to find little ways to screw the system that were more redolent of playing ‘It’ around a stationary car than the blockbuster source material. Similarly, the ‘Push’ move lets you grab an enemy and haul them back a few tiles-great for breaking line of sight from a nearby gunman or closing the distance on another enemy quickly. (Image credit: Mike Bithell/Good Shepherd Entertainment) Hexcellent executionĬertain moves, like Takedown, not only chuck your enemy to the ground and stun them, but change your position, letting you preselect a contiguous tile where you want John to stand after the move.
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