Compara los precios de BeatBlasters III en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Chainsawesome Games. Publicado por Chainsawesome Games. Lanzado el 21/2/2014. Disponible en PC, Mac, Linux. Géneros: Action, Indie. Puntuación Metacritic: 56/100.

Rhythm-action from a tiny Quebec studio that won a Best Audio Design award, buried under a Metacritic 56 it only half deserves. If electro beats and tight resource management click for you, this one lingers.

I have a soft spot for the kind of game that wins an award and then gets quietly forgotten, and BeatBlasters III is exactly that. Chainsawesome Games, a small Quebec studio, took home Best Audio Design at the Intel Level Up contest before the game even launched, and you can hear why the moment a level starts up. The electro soundtrack isn't just decoration: it is the mechanical spine of everything you do here. The core loop is genuinely strange in a way I respect. Joey and Gina each carry three abilities mapped to face buttons: a beatblaster projectile, a shield, and a pair of rocket boots. All three drain from the same energy pool, and when that pool runs dry you are basically helpless. Recharging means holding a bumper and tapping each button in time with the level's music, which turns every quiet moment into a little rhythm mini-session. Stay on beat long enough and a combo counter fills an ultra bar; trigger the ultra and you get a window of infinite energy plus homing shots spiralling across the screen. That push-and-pull between spending resources and vulnerable recharge windows is the most interesting thing here, and it works well when the levels let it breathe. The two characters also have different superpowers and entirely separate soundtracks, so a second playthrough as the other character genuinely sounds and feels distinct. The criticism that lands hardest, though, is about mission design. Too many levels are closed arenas that ask you to shield a moving object or hold off waves from left and right. The escort and defense mission structure gets repetitive faster than the short runtime of sixteen levels really justifies, and some critics noted that the story framing connecting it all is thin enough to ignore entirely. The base walking speed is sluggish before you lean on the rocket boots, and players who expected a traditional side-scrolling platformer have bounced off hard, confused by the arena-style stages. A demo exists on Steam, which is the honest answer to anyone on the fence. What the game gets right is harder to dismiss. The 2D visuals are vivid and weird in a way that feels intentional rather than random, a world of flying cows, pirates, penguins, and aliens that share the same colour palette without ever feeling cluttered. The music adapts as the screen fills with action, tempo tightening as things get hectic, and that responsiveness gives the soundtrack a quality most rhythm games fake with pre-baked layers. The boss encounters have genuine cleverness behind their designs. And the difficulty scaling is honest: Easy and Normal modes are available per level, with Insane mode unlocking after a full clear for players who want a real rhythm test. Stars earned across levels unlock new fire modes for the beatblaster, which provides at least some build-light motivation to replay. Who is this for? Someone patient with short indie experiments, someone who can hear an electro track and feel it rather than just tolerate it, and someone willing to accept that the platforming is a vehicle for rhythm resource management rather than the point in itself. If that sounds like a narrow audience, it probably is. But within those edges, there is a hand-crafted oddity here that the Metacritic 56 undersells. Kai, Scout Team

BeatBlasters III

BeatBlasters III

21 feb 2014Chainsawesome Games
GamerScout opina

Rhythm-action from a tiny Quebec studio that won a Best Audio Design award, buried under a Metacritic 56 it only half deserves. If electro beats and tight resource management click for you, this one lingers.

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I have a soft spot for the kind of game that wins an award and then gets quietly forgotten, and BeatBlasters III is exactly that. Chainsawesome Games, a small Quebec studio, took home Best Audio Design at the Intel Level Up contest before the game even launched, and you can hear why the moment a level starts up. The electro soundtrack isn't just decoration: it is the mechanical spine of everything you do here. The core loop is genuinely strange in a way I respect. Joey and Gina each carry three abilities mapped to face buttons: a beatblaster projectile, a shield, and a pair of rocket boots. All three drain from the same energy pool, and when that pool runs dry you are basically helpless. Recharging means holding a bumper and tapping each button in time with the level's music, which turns every quiet moment into a little rhythm mini-session. Stay on beat long enough and a combo counter fills an ultra bar; trigger the ultra and you get a window of infinite energy plus homing shots spiralling across the screen. That push-and-pull between spending resources and vulnerable recharge windows is the most interesting thing here, and it works well when the levels let it breathe. The two characters also have different superpowers and entirely separate soundtracks, so a second playthrough as the other character genuinely sounds and feels distinct. The criticism that lands hardest, though, is about mission design. Too many levels are closed arenas that ask you to shield a moving object or hold off waves from left and right. The escort and defense mission structure gets repetitive faster than the short runtime of sixteen levels really justifies, and some critics noted that the story framing connecting it all is thin enough to ignore entirely. The base walking speed is sluggish before you lean on the rocket boots, and players who expected a traditional side-scrolling platformer have bounced off hard, confused by the arena-style stages. A demo exists on Steam, which is the honest answer to anyone on the fence. What the game gets right is harder to dismiss. The 2D visuals are vivid and weird in a way that feels intentional rather than random, a world of flying cows, pirates, penguins, and aliens that share the same colour palette without ever feeling cluttered. The music adapts as the screen fills with action, tempo tightening as things get hectic, and that responsiveness gives the soundtrack a quality most rhythm games fake with pre-baked layers. The boss encounters have genuine cleverness behind their designs. And the difficulty scaling is honest: Easy and Normal modes are available per level, with Insane mode unlocking after a full clear for players who want a real rhythm test. Stars earned across levels unlock new fire modes for the beatblaster, which provides at least some build-light motivation to replay. Who is this for? Someone patient with short indie experiments, someone who can hear an electro track and feel it rather than just tolerate it, and someone willing to accept that the platforming is a vehicle for rhythm resource management rather than the point in itself. If that sounds like a narrow audience, it probably is. But within those edges, there is a hand-crafted oddity here that the Metacritic 56 undersells.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:sub-5Rhythm-ActionResource ManagementArena CombatElectro SoundtrackDual ProtagonistsShort PlaythroughDifficulty ModesController Recommended

Requisitos del sistema

Mínimos

OS
Windows XP, Windows Vista SP2, Windows 7, Windows 8
Memory
1 GB RAM
Storage
800 MB available space
Graphics
Intel HD Graphics 4000
Processor
Intel Core 2 Duo 2.1 ghz

Recomendados

OS
Windows XP, Windows Vista SP2, Windows 7, Windows 8
Memory
2 GB RAM
Storage
500 MB available space
Graphics
Nvidia GeForce 6800, ATI X1800 XT
Processor
Intel Core 2 Duo @ 2.8 GHz / AMD Athlon II X2 @ 2.8 GHz

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Reseñas y valoraciones

Metacritic
56

Información del juego

Desarrolladora
Chainsawesome Games
Distribuidora
Chainsawesome Games
Fecha de lanzamiento
21 feb 2014

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¿En qué plataformas está disponible BeatBlasters III?

BeatBlasters III está disponible en PC, Mac, Linux.

¿Cuándo se lanzó BeatBlasters III?

BeatBlasters III se lanzó el 21 de febrero de 2014.

¿Quién desarrolló BeatBlasters III?

BeatBlasters III fue desarrollado por Chainsawesome Games.

¿Merece la pena comprar BeatBlasters III?

BeatBlasters III tiene una puntuación Metacritic de 56/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.