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Necromunda: Hired Gun review
by Omzo

Honestly, it doesn’t seem like the developers at Streum On Studio are improving much on feedback from their previous two projects, suffering a similar fate to the last Necromunda game. Animations are still weirdly stiff, gunplay isn’t as impactful as it should be, sound across the board is terrible, and the narrative is not fascinating in any aspect despite the compelling lore it’s backed on. There is some merit to how enjoyable the movement is in this game. The versatility of wall-running and jumping with the agility of Spider-Man with machine guns is undeniably entertaining. Traversing the excellent dark and brutal world with these abilities makes it all that much more fun. However, it’s clear there are polish and refinements required if this bounty hunter wants to make bank. Necromunda: Hired Gun is messy and not the game Warhammer 40,000 fans or FPS lovers will be speaking about in years to come. At least you can pet the dog.

Full review at
«Waste of time»
«I could make it better»
«Game over at last!»

Other reviews2

Necromunda hits all the right spots: fast-paced combat, a variety of weapons, brutal 40k setting, gore, and excellent movement options. In the middle of a level when the gameplay hits its stride, it feels right at home with DOOM 2016 and RAGE 2. Unfortunately, it's severely lacking in polish.

 The most obvious shortcoming of Necromunda is the sound design. The environmental sounds are all too muted. I would be standing next to some infernal piece of machinery with gears grinding and steam seeping out of the cracks and hear only the faintest sound in one ear. This is an everpresent issue in all of Necromunda's levels, but it's most obvious in the hub world you return to after each level. Unfortunately it ruins some level of immersion. The metal soundtrack is actually really appropriate and fun to listen to, but it doesn't play anywhere near often enough. More fights deserved a metal backdrop, and the post-mission menu is completely devoid of any music whatsoever, ruining the flow and momentum the level had created.

 Voice acting in Necromunda is actually really great, but the dialogue system makes it *crawl*. There's an awkward 1-2 second pause between the delivery of every line, canned animations, and sometimes you aren't even centered on the character's face when you talk to them. Speaking of animations, the animation quality varies pretty wildly. When it comes to machinery and tech, the animations are great. Some of the main cast even have decent animations. But most of the character/humanoid animations are choppy, and could have used another couple passes of polish.

I was ultimately disappointed with the RPG aspects. It felt less like I was customizing my merc and more like I was just upgrading my stats. Upgrades would have worked better if they were worked into the story (like the hookshot was), but instead it's "spend all your money on upgrades after every mission." Gun customization is great, but looting chests for a 3-star version of your favorite weapon was not fun. Practically, all upgrades were just stat bumps, with no real changes to the gameplay.

 Some other minor complaints: the UI is a bit clunky, the scoring system is heavily biased towards headshots, and you have a mandatory sidearm that can't be upgraded. The end-game is pretty dry, but there's plenty of replayability on harder difficulties for the challenge (and loot) if you're into that kind of thing.

 Overall, I really enjoyed Necromunda. It's a flawed game, but it gets the most important parts of the moment to moment gameplay right, and nails the 40k hive-world aesthetic. I would recommend it to fans of Warhammer 40k or fast-faced arena shooters, but probably at a bit of a discount.