
"A maze of hotel rooms stands in front of me. I have nothing but my sunglasses and my fists. I slide into the nearest door, slam a thug to the ground, take his baseball bat, and chuck it at another baddie on the other side of the seedy bedroom. Before the first thug can get back up, I execute him real fast, hop over the bed, and do the same to the other knocked-down enemy."
"In Jackal, you have Anubis by your side. He's a bit stoic and quick to criticize the main character, but does offer up spells that can be used during levels. These can stop time, blind enemies, or make you move really fast. Popping one of these during an ambush is a great way to get out of trouble, but you can only use a spell once during a mission, so knowing when to use it becomes part of the deadly puzzle-solving."
"The game's cutscenes reinforce this with some truly trippy and wonderful uses of color, lighting, and sound. Of course, the main character is also fucked up on 20 different kinds of drugs and pills. So, how much of this is real and how much is in his rotting mind is an interesting question to ponder as you murder every gangster and cop in Vegas."
Jackal is a top-down 3D indie shooter that channels Hotline Miami's rapid one-shot kills while favoring stylized realism and psychedelic art. Players clear neon-infused hotel mazes with frantic close-quarters combat, improvised weapons, and gunplay that resolves encounters in seconds. Anubis, an Egyptian god of death in a purple suit, accompanies the player and provides one-use spells per mission that stop time, blind foes, or boost speed. The game's 1970s Las Vegas setting warps into otherworldly visuals through trippy cutscenes, vivid color, lighting, and sound. The protagonist delivers Max Payne–style noir voiceovers and appears heavily drugged, blurring reality amid carnage.
Read at Kotaku
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