Sum-Up
In-depth analysis further down.
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???? Pros |
???? Cons |
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- Excellent, visually-rich rendition of the WH40K universe and its lore.
- Satisfying, fast-paced combat system with a good array of mechanics.
- Varied arsenal of weapons and abilities that feel satisfying to use and modify.
- Solid challenge level on the higher difficulty settings.
- Good variety of objectives, situations and secondary mission types.
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- Some weapons and abilities feel underwhelming or downright useless.
- Level layouts, while spectacularly sprawling, often feel redundant and empty.
- Several annoying design problems with the combat mechanics.
- The tiered loot system feels unnecessary and poorly implemented.
- The story is unnecessarily obscure, narrated with an uneven, unsatisfactory pacing.
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???? Bugs & Issues |
???? Specs |
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- Rare mission-breaking bugs can happen.
- Uncommon animation glitches.
- Noticeable general lack of polishing.
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- 3900X
- 2080Ti
- 32GB RAM
- SSD
- 1440p
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Content & Replay Value: |
It took me about 16 hours to complete NHG on Oldschool (Very Hard) difficulty, taking time to explore most levels accurately to find chests / secrets and also completing a good number of secondary missions to fully upgrade everything. The content is completely linear, and there's no replay value whatsoever once you're done with everything. |
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Is it worth buying? |
Yes, but I don't recommend going for full price, even to 40K longtime fans. It's a competently made FPS and the content offered is not too bad, however it has some serious jank, bugs and multiple game design issues to boot. It's not a FPS for everyone, purists of the genre may dislike it for multiple reasons in fact. Wait for at least 40% sale or better. |
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Verdict: Decent
Rating Chart Here |
Despite multiple issues, Hired Gun ultimately proves a fun FPS that has appealing visuals, solid lore and satisfying combat as strong points. It might not be a masterpiece, but it's one of the better 40K titles to come out in quite some time. |
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In-Depth
The Gutter of Segmentum Solar Welcomes You
Necromunda. A massive hive world populated by billions, layers upon layers of both old and ancient architecture, a crude but somehow compact ensemble of mystery, depravity, crime and struggle - unless you're one of the lucky few on top anyway. As a gun-for-hire, our protagonist gets involved in a botched job that nearly pays the final price for, only to be saved by Kal Jericho, local crime lord and old acquaintance. He has another job coming up - one that involves a dangerous, elusive figure called the Silver Talon.
The good part about NHG's story is that the lore itself is good, and the entire thing is in line with what you'd expect from a 40K tale set in Necromunda. Problem is, it's just too damn obscure for its own good, not because of complexity but instead uneven narration pacing and fragmented events most will struggle to piece together. The voice acting and cutscenes are even pretty good, but the story won't hook you up much.
A Hired Gun Gets Things Done
Martyr's End, a neutral hub deep into Necromunda's bowels, will be your base of operations, from where all contracts are taken. As a hired gun, you'll be able to accept one mission at a time, be it primary or secondary, from a dedicated terminal. While it's entirely possible to ignore secondary missions and just play the campaign, on harder difficulties this will mostly lead to you getting absolutely outgunned and shredded to bits.
Going through the side contracts, ranging from area defense to target elimination, hostage liberation and more, will give you the money needed to even the odds with superior equipment and augments. As you gain levels from completing missions, higher contract classes (B, A, S) will unlock, with greater rewards but also stronger foes: I found that side missions have much stronger enemies than most of the campaign, and will be very hard especially early on. One of the main issues is that in most secondary missions, the game will spam endless waves of fodder enemies, it gets annoying pretty fast while going for an objective.
Most missions play out in a linear way, where you'll have to go from point A to B, get some items while doing so, and defeat the occasional boss which, mostly, means a normal enemy with a truckload of HP and boosted damage. Exploring the large-scale levels is worth it only for treasure chests, that grant loot like free weapons, attachments and charms, otherwise there's nothing to find except for sparse ammo and shield bar refills that are just marginally useful, as HP are your main source of resilience anyway.
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Domes Engulfed by War
Most missions will vary in objective, but boil down to one thing: a grand, huge bloodbath. Fast-paced in nature and centered on avoiding enemy shots with an array of moves such as slides, jumps and dashes, NHG's combat plays out quite well. It's old-school, meaning there isn't any regeneration, but also no health pickups: the only way to regain HP is to kill enemies after taking damage or eliminate them with a melee execution. This emphasizes an active playstyle and punishes camping or long-range sniping.
On the highest setting enemies are downright deadly, and it won't be uncommon to be instakilled by something - luckily, Stims act as extra lives, resurrecting you on the spot ready to fight again, and they can be found around levels or bought (for a hefty price) at checkpoint terminals. The weapon roster is varied, although some arms categories feel underwhelming, as do some abilities or your faithful summonable canine companion: useful to spot enemies but dying way too fast in combat to do anything useful. Animations are jank as hell especially during executions, while the fact you can buy infinite Stims means as long as you're minted you can't die, if there's a terminal hanging around near you (not always the case).
The Flesh is Weak, Praise the Machine!
After each mission, excess loot can be sold for cash, on top of the collected credits and eventual rewards of the mission itself. All this sweet bling can be used to purchase upgrades for you and your dog, but also new weapons from the armory and customize existing ones with sights, stocks, different ammo types and more, which will improve some stats but decrease others. Trinkets and augments can as well be installed in weapons for them to deal specific damage types or have other boons. Eventually, upgrades will unlock a roster of active abilities like slowed time, melee mode, auto-aim, energy missiles and more, all usable with a cooldown while in combat - most of them are useful and some quite broken balance-wise, actually. For instance, stacking auto aim and slowed time can result in a unholy spam of bullets that will obliterate all before you, especially by using heavy machineguns, otherwise too inaccurate to use normally.
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