Compare I am Weapon: Revival prices across 50+ stores and find the best deal. Developed by Krealit. Published by Krealit. Released on 10/23/2015. Available on PC. Genres: Action, Indie, RPG.

Nightmare clowns, a machine gun, and an amnesiac hero with blue arms: the concept has more personality than the execution delivers, but co-op fans on a budget may find something here.

My honest first impression of I am Weapon: Revival was that the setup had genuine promise. You play an amnesiac trapped inside his own subconscious, guided by a small spirit companion, working through a surreal carnival-horror world to recover scattered memories piece by piece. That is a real premise, moody and strange, and the twisted circus aesthetic running through every environment at least has a visual identity to it. The problem is that almost nothing built around that premise functions with the care the concept deserves. At its core this is an isometric twin-stick shooter, WASD movement with mouse aiming, where you mow through endless waves of nightmare clowns using an arsenal that includes a machine gun, flamethrower, rocket launcher, melee axes, deployable turrets, and drones. Souls dropped by enemies serve as currency to buy weapon prototypes and upgrades from merchants you meet along the way, and there are branching side quests, riddles, and talking-tree NPCs scattered across the levels to break up the shooting. On paper that sounds like a decent genre cocktail. In practice, the combat has almost no weight to it: hits rarely register with satisfying feedback, enemy AI queues up in something close to a single-file line, and the upgrade shop becomes trivially flush with souls almost from the start, removing any tension from the RPG layer. The difference between early and mid-tier weapons is barely perceptible until you stumble into a turret prototype, which then makes everything feel over-powered by comparison. The side quests and puzzle content are the one genuine bright spot. The memory-fragment story structure is surprisingly coherent, and the narrative pacing does create mild curiosity about what comes next. Reviewers have noted it as one of the game's actual strengths. Boss encounters occasionally land too, offering brief pockets of engagement. But surrounding them is an atmosphere that the soundtrack actively works against: two looping metal tracks hammer at your ears while clowns explode into blood-gibs, draining any real sense of dread. The horror aesthetic comes across as more aesthetic posturing than felt unease. Co-op is present but reports from players suggest it feels bolted on, with both players required to be physically present to interact with NPCs and progression items distributed unevenly by prototype luck rather than design. For a certain kind of player, specifically someone who genuinely enjoys low-friction horde shooting and wants a weird surrealist backdrop for a co-op session with a friend who has the same game, there is a functional, if rough, few hours here. Framerate can dip under pressure from the endlessly spawning crowds, and the lack of hit feedback remains a persistent annoyance. I would not steer a narrative-curious player here hoping for the promise of that opening premise to be honored. If you can find it bundled cheaply and have a co-op partner, the threshold to extract some value drops noticeably. Just go in knowing the atmosphere does more work on paper than it does on screen. Kai, Scout Team

I am Weapon: Revival
ActionIndieRPG

I am Weapon: Revival

Oct 23, 2015Krealit
GamerScout Says

Nightmare clowns, a machine gun, and an amnesiac hero with blue arms: the concept has more personality than the execution delivers, but co-op fans on a budget may find something here.

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About I am Weapon: Revival

My honest first impression of I am Weapon: Revival was that the setup had genuine promise. You play an amnesiac trapped inside his own subconscious, guided by a small spirit companion, working through a surreal carnival-horror world to recover scattered memories piece by piece. That is a real premise, moody and strange, and the twisted circus aesthetic running through every environment at least has a visual identity to it. The problem is that almost nothing built around that premise functions with the care the concept deserves. At its core this is an isometric twin-stick shooter, WASD movement with mouse aiming, where you mow through endless waves of nightmare clowns using an arsenal that includes a machine gun, flamethrower, rocket launcher, melee axes, deployable turrets, and drones. Souls dropped by enemies serve as currency to buy weapon prototypes and upgrades from merchants you meet along the way, and there are branching side quests, riddles, and talking-tree NPCs scattered across the levels to break up the shooting. On paper that sounds like a decent genre cocktail. In practice, the combat has almost no weight to it: hits rarely register with satisfying feedback, enemy AI queues up in something close to a single-file line, and the upgrade shop becomes trivially flush with souls almost from the start, removing any tension from the RPG layer. The difference between early and mid-tier weapons is barely perceptible until you stumble into a turret prototype, which then makes everything feel over-powered by comparison. The side quests and puzzle content are the one genuine bright spot. The memory-fragment story structure is surprisingly coherent, and the narrative pacing does create mild curiosity about what comes next. Reviewers have noted it as one of the game's actual strengths. Boss encounters occasionally land too, offering brief pockets of engagement. But surrounding them is an atmosphere that the soundtrack actively works against: two looping metal tracks hammer at your ears while clowns explode into blood-gibs, draining any real sense of dread. The horror aesthetic comes across as more aesthetic posturing than felt unease. Co-op is present but reports from players suggest it feels bolted on, with both players required to be physically present to interact with NPCs and progression items distributed unevenly by prototype luck rather than design. For a certain kind of player, specifically someone who genuinely enjoys low-friction horde shooting and wants a weird surrealist backdrop for a co-op session with a friend who has the same game, there is a functional, if rough, few hours here. Framerate can dip under pressure from the endlessly spawning crowds, and the lack of hit feedback remains a persistent annoyance. I would not steer a narrative-curious player here hoping for the promise of that opening premise to be honored. If you can find it bundled cheaply and have a co-op partner, the threshold to extract some value drops noticeably. Just go in knowing the atmosphere does more work on paper than it does on screen. Kai, Scout Team

Tags

singleplayermultiplayercooponline-coopachievementscontroller-supporttrading-cardscloud-savestier:aaaNightmare AestheticHorde ShootingMemory Fragment StoryTurret DeploymentSouls CurrencyClown EnemiesMelee-Ranged HybridTacked-On Co-op

System Requirements

Minimum

OS
64 Bit Windows 7, 8 or 10
Memory
4 GB RAM
DirectX
Version 9.0
Storage
5 GB available space
Graphics
NVIDIA GeForce GTX 460 or AMD Radeon HD5850
Processor
2.6 GHz Intel® Core™ i5-750 or 3.2 GHz AMD Phenom™ II X4 955
Sound Card
DirectX Compatible soundcard

Reviews & Ratings

No ratings available

Game Info

Developer
Krealit
Publisher
Krealit
Release Date
Oct 23, 2015

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