Compara los precios de High Hell en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Terri Vellmann. Publicado por Devolver Digital. Lanzado el 23/10/2017. Disponible en PC, Mac. Géneros: Action, Indie. Puntuación Metacritic: 79/100.

Twenty levels of door-kicking, laser-firing chaos that you can finish in an hour flat - and will absolutely want to run again faster.

My first thought loading up High Hell was that someone had finally made the fictional shooter you see playing on a TV screen in an action movie - all attitude, no filler, and completely sincere about it. Terri Vellmann, the one-person operation behind Heavy Bullets, swapped roguelike randomness for tight hand-crafted geometry this time, and the shift pays off. You play a luchadora tearing through Pitchcorp, a cartoonishly satanic corporate syndicate that runs drug labs, traffics brainwashed chimps, and answers to a literal devil called the Bo$$. The plot is window dressing, intentionally absurd, and the game winks at you about it constantly through its bizarre between-level interactive vignettes - little playable non-sequiturs that function more like music videos than cutscenes. The loop itself is genuinely elegant in its severity. One weapon, unlimited shots, no reloading, and a health bar that refills a sliver every time you put down an enemy. Kick the door, read the room in a fraction of a second, fire before they do. If you die - and you will, because two or three hits finishes you - you restart the level instantly with full knowledge of where every threat is waiting. That rhythm of failure and pattern recognition gives the whole thing a Hotline Miami quality in first-person, where the repetition stops feeling punishing and starts feeling hypnotic. The twenty levels include a boss encounter every fifth stage, and while a couple of those fights awkwardly pump the brakes on the pace, the regular levels are confidently designed with vertical spaces, air duct shortcuts, optional side-objectives like burning cash stacks, and hidden collectibles tucked into corners for players who actually look around. Doseone's electronic soundtrack is the game's secret weapon and I want to be clear about that. Every level gets its own track, and the music is tuned to exactly the pitch of controlled panic the moment-to-moment play demands. The blocky, high-contrast visual style - neon reds and greys against white corporate architecture - complements the sound rather than competing with it. It is a small, handmade thing and you can feel the craft in how the two elements lock together. The colour-bleed post-processing setting, cranked up, turns the whole picture into something that looks like a fever dream you would actually want to live inside. The fair complaint, and it is a real one, is duration. A first run lands somewhere between one and two hours depending on how cautious you play, and there are no alternate modes, no difficulty settings, no endless arena to fall back on once the credits roll. The replayability lives entirely in the Steam leaderboards and the personal drive to shave seconds, burn every stack of cash, and find each hidden pickup. If neither of those motivations appeals to you, the experience is very short for the asking price at full rate. The AI also has moments of genuine dullness - enemies occasionally just stand around waiting to be shot - and one or two bosses are momentum-killers with poorly telegraphed mechanics. These are real cracks, not dealbreakers, but worth knowing about before you commit. For the right player, though, this is a precise and confident little game that knows exactly what it wants to be and executes it without apology. Fans of Vellmann's earlier work, lovers of boomer-shooter purity, and anyone who thinks the best part of any action game is the ten seconds after you kick a door open - this one was made with you in mind. On sale, it is close to a no-argument recommendation. Kai, Scout Team

High Hell

High Hell

23 oct 2017Terri VellmannDevolver Digital
GamerScout opina

Twenty levels of door-kicking, laser-firing chaos that you can finish in an hour flat - and will absolutely want to run again faster.

PCMac
Steam Deck PlayableProtonDB Platinum
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Mínimo histórico: €2.59

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My first thought loading up High Hell was that someone had finally made the fictional shooter you see playing on a TV screen in an action movie - all attitude, no filler, and completely sincere about it. Terri Vellmann, the one-person operation behind Heavy Bullets, swapped roguelike randomness for tight hand-crafted geometry this time, and the shift pays off. You play a luchadora tearing through Pitchcorp, a cartoonishly satanic corporate syndicate that runs drug labs, traffics brainwashed chimps, and answers to a literal devil called the Bo$$. The plot is window dressing, intentionally absurd, and the game winks at you about it constantly through its bizarre between-level interactive vignettes - little playable non-sequiturs that function more like music videos than cutscenes. The loop itself is genuinely elegant in its severity. One weapon, unlimited shots, no reloading, and a health bar that refills a sliver every time you put down an enemy. Kick the door, read the room in a fraction of a second, fire before they do. If you die - and you will, because two or three hits finishes you - you restart the level instantly with full knowledge of where every threat is waiting. That rhythm of failure and pattern recognition gives the whole thing a Hotline Miami quality in first-person, where the repetition stops feeling punishing and starts feeling hypnotic. The twenty levels include a boss encounter every fifth stage, and while a couple of those fights awkwardly pump the brakes on the pace, the regular levels are confidently designed with vertical spaces, air duct shortcuts, optional side-objectives like burning cash stacks, and hidden collectibles tucked into corners for players who actually look around. Doseone's electronic soundtrack is the game's secret weapon and I want to be clear about that. Every level gets its own track, and the music is tuned to exactly the pitch of controlled panic the moment-to-moment play demands. The blocky, high-contrast visual style - neon reds and greys against white corporate architecture - complements the sound rather than competing with it. It is a small, handmade thing and you can feel the craft in how the two elements lock together. The colour-bleed post-processing setting, cranked up, turns the whole picture into something that looks like a fever dream you would actually want to live inside. The fair complaint, and it is a real one, is duration. A first run lands somewhere between one and two hours depending on how cautious you play, and there are no alternate modes, no difficulty settings, no endless arena to fall back on once the credits roll. The replayability lives entirely in the Steam leaderboards and the personal drive to shave seconds, burn every stack of cash, and find each hidden pickup. If neither of those motivations appeals to you, the experience is very short for the asking price at full rate. The AI also has moments of genuine dullness - enemies occasionally just stand around waiting to be shot - and one or two bosses are momentum-killers with poorly telegraphed mechanics. These are real cracks, not dealbreakers, but worth knowing about before you commit. For the right player, though, this is a precise and confident little game that knows exactly what it wants to be and executes it without apology. Fans of Vellmann's earlier work, lovers of boomer-shooter purity, and anyone who thinks the best part of any action game is the ten seconds after you kick a door open - this one was made with you in mind. On sale, it is close to a no-argument recommendation.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementstier:aaaBoomer ShooterSpeedrun-FriendlyScore AttackLeaderboard DrivenOne-Gun DesignHypnotic LoopAnti-Corporate AbsurdismHandcrafted Levels

Requisitos del sistema

Mínimos

OS
Windows 7/8.1/10 x64
Memory
2 GB RAM
Storage
1 GB available space
Graphics
GeForce 7600 GS (512 MB) or equivalent
Processor
Intel Core 2 Duo E6320 (2*1866) or equivalent

Recomendados

OS
Windows 7/8.1/10 x64
Memory
4 GB RAM
Storage
1 GB available space
Graphics
GeForce GTX 660 (2048 MB)
Processor
Intel Core i3-2100 (2 * 3100) or equivalent or AMD Phenom II X4 965 (4 * 3400) or equivalent

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Reseñas y valoraciones

Metacritic
79

Información del juego

Desarrolladora
Terri Vellmann
Distribuidora
Devolver Digital
Fecha de lanzamiento
23 oct 2017

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¿En qué plataformas está disponible High Hell?

High Hell está disponible en PC, Mac.

¿Cuándo se lanzó High Hell?

High Hell se lanzó el 23 de octubre de 2017.

¿Quién desarrolló High Hell?

High Hell fue desarrollado por Terri Vellmann y publicado por Devolver Digital.

¿Merece la pena comprar High Hell?

High Hell tiene una puntuación Metacritic de 79/100, 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.