In a word: jank. But the good kind. Mostly.
Necromunda: Hired Gun (N:HC) is a run-n-gun, arena-based looter-shooter set in the Warhammer 40k universe. You play as a cybernetically-enhanced mercenary taking contract-killing jobs deep in the bowels of the eponymous Imperium hive world. And you also have a dog. And that dog can be cybernetically-enhanced.
The gameplay is… well, jank. Cool jank, but jank nonetheless. After about the first mission, your character unlocks a bevy of amazing movement capabilities. These abilities include double-jumps, wall running, power slides, and even a grappling hook. However, these maneuvers become downright required mechanically – several of the player upgrades include 50%+ dodge chance while wall running, for example, or even that your guns become more accurate and have aim-assist… while wall running. That said, the movement is not as tight as, say, Titanfall: when you power slide off a catwalk, your character instantly drops to the lower level in a sudden abandonment of physics.
Despite this focus on movement, the maps are not all that set up for you to take much advantage of these maneuvers, up to and including many instant-death zones for you to fall into. Sure, that makes the environments feel more real and dangerous. On the other hand… jank.
The gunplay is also not really that tight. There are several classic Warhammer 40k weapons available, but several of them are downright awful. Enemies have near-perfect aim and you will be taking constant damage, so the entire gunplay element requires you to be in close range to take advantage of DOOM-esque self-healing by rapid enemy takedowns. This makes longer-ranged engagements (and the corresponding guns) functionally impossible. So you end up being laser-focused on close-quarter weapons like shotguns and the like.
As mentioned previously, this is also a looter-shooter. You will acquire a lot of incrementally more powerful guns that you can customize with various mods and relics. You can also farm cash with side missions to assist with upgrading your cybernetics and special powers. For as many powers you have available, I did find it quite odd how limited you end up being with accessing them via hotkeys (there is 1 total). You can pause time to select from the full menu but that breaks the game flow a bit.
To be honest, the weird feeling of the world and overall game design snapped into place once I read the the developers of this game were the same as EyE: Divine Cybermancy from a decade ago. I don’t expect anyone to have ever played that but it was basically a radiant-quest Deus Ex meets Warhammer 40k meets… developer dreams exceeding their grasp. It wasn’t a great game, but it had a lot of ideas and they did their best to execute on them. Same thing here.
Ultimately, I do find Necromunda: Hired Gun serviceable in the “shoot people in the face” department. Boot it up, play a mission or two, and put it down. My copy came from a recent Humble Bundle that got discounted down to $6 instead of $12. If yours didn’t, well… maybe it’ll come to Game Pass.
This past weekend I completed Outriders via Game Pass. The game is basically an over-the-shoulder, cover-based, arena looter shooter. Think 3rd-person Borderlands or Destiny.
…and that’s it.
OK, fine. There were two interesting things going on that kept me playing to completion.
First, the story. Or more specifically, the main character’s “Renegade Shephard with Charisma as a Dump Stat” schtick. I’m not certain if the writers were trying to make the main character into a badass anti-hero and overshot the mark, but the end result is so bad it loops back around to good. I kept expecting to see an attempt on character growth, or becoming a leader, or any of the other tropes in the genre, but nope! Your character basically doesn’t give a shit about hostages, is painfully awkward when NPCs share their trauma, and is content shooting first and never bothering with questions.
As far as plot goes, it’s all grimdark trauma-porn, but not the fun kind.
The other piece that was interesting was the crafting mechanics. As a looter shooter, you get a lot of loot, of course. One thing you can do though, is deconstruct the items you receive to unlock the ability to add the special properties of that item onto another item. For example, if a gun Freezes enemies, you can deconstruct that gun and replace any future gun’s existing ability with the Freezing ability. Epic/Legendary items can have two properties, but you can only swap out one of them. Additionally, Epic/Legendary items have higher-tier effects, which you can place on regular items to make them more competitive.
Really though, only the concept alone was interesting. The actual looting experience was pretty terrible, on par with the foundational problems with Borderlands. You have levels, guns have level requirements, and enemies get exponentially stronger the further you progress. This means that whatever cool items you receive will be useless trash within an hour of gameplay, and you will be scrambling for green replacements for your purples soon enough. While the above crafting system lessens the blow a bit, it never feels great to continuously get weaker, and the drop from 2-slots to 1-slot is especially painful.
I completed the game’s story despite it becoming progressively less interesting, and then immediately bounced off the endgame loop in disgust. You are intended to go on repetitive sort of strike missions and face waves and waves of the same sort of enemies you have fought all game. If you play solo, you will die almost instantly outside of cover, and death resets the entire mission. It is clearly intended to be played in a group, but… why? Destiny 2 is mechanically better and Outriders is not an MMO wherein you might expect to rewarded in some fashion in the future. “Borderlands!” Closer, but the Borderlands series has additional DLC content and is much more kinetic and less swingy besides.
In any case, you don’t have to take my word on it: Outriders is still on the Game Pass.