

These range from infinite ammo, thus removing the need to reload (an absolute Godsend in busier rooms), to the ability to teleport, which is incredibly handy when taking on enemies who boast powerful floor attacks. To further aid you in your attempts to complete a run, some enemies will drop keys that open chests containing various powers and perks that can help you out. Given the relative fragility of the character you’re controlling, you need to be nigh-on perfect at every turn, if you want to even make it to a boss, let alone defeat it. However, more often than not, you’ll have to attempt a run armed only with that starting pistol and find at least one room with a dozen enemies in.

Sometimes, you’ll be fortunate enough to find a better weapon in a chest early, which definitely helps – the pistol you start every run with is fine, but lacks range and power – or you may find a dungeon with surprisingly few enemies. This brings us onto the game’s difficulty, and it’s probably my biggest issue with the game, even if it says more about me than it does the game itself – I found BPM to be a brutally difficult game, even on the easier of the two difficulty settings.īeing a roguelike game, some runs will be easier than others, depending on your luck. This means there are no excuses when you die – and you will die…often. Whether using a controller, as I have been for the most part, or a keyboard and mouse, which my old arthritic hands physically rejected almost immediately, there’s not a hint of input lag. In addition to the game’s natural pace, you’re given a couple of mobility boosts in the form of a double jump and a quick dash, and you definitely need them to navigate some of the more enemy-filled locales. Of course, all of that speed is pointless, if the controls aren’t equally as sharp and, thankfully, that’s not an issue here. BPM is an insanely fast game, evoking more than a hint of seminal 90s FPS titles like DOOM, Quake and Unreal Tournament and pushing the speed even faster. Let’s start, for example, with the pace at which the game runs. You know that very slick trailer for 2018’s Call of Duty: Modern Warfare reboot? The one where the shooting occurs in time to Enter Sandman by Metallica, and it works far better than it has any right to? Well, imagine a whole game with that concept as its central premise, and you have a very rough idea of how BPM: Bullets Per Minute – developed and published by Awe Interactive – works.Ī rhythm-action, run-based, rogue-like first-person shooter, BPM: Bullets Per Minute is a frantic metal-forged experience quite unlike anything else I’ve played all year, yet – at the same time – somehow feels very familiar to someone who has been playing games in some way, shape or form since the early 80’s.
