Turbo Overkill Early Access Review: Cyberpunk Chainsaw Man

Turbo boost is the type of game your parents were afraid you would play when you were a kid. It’s a strong, gratuitously violent and dark look at a potential cyberpunk future. While I feel like the sort of thing parents might want to ban in the early 90s, it’s an Early Access shooter full of potential that appealed to me from the start.

While Turbo boost takes many lineups from modern arcade shooters, especially Fate: Eternalit doesn’t seem like developer Trigger Happy Interactive’s influences ended there. Turbo Boost takes lessons from a wide range of titles like Hotline Miami, left for deadand the original BioShock who manages to be a kind of Frankenstein. For the most part, it juggles its mechanics and systems well.

Its fast and aggressive gameplay is certainly not for everyone, but it’s a fantastic way to pass your time if you’ve been a fan of modern arcade shooters for the past 10 years. Even in early access, Turbo boost has a lot to offer and will only get better as Trigger Happy Interactive continues to work on it.

Turbo Overkill Early Access Review: Cyberpunk Chainsaw Man

On the surface, Turbo Boost appears to be a fairly straightforward cyberpunk-themed run-and-gun shoot-em-up. After completing the tutorial level, however, its depth becomes clear.

The levels are huge and full of hidden secrets and scattered paths, giving you the option of being an unstoppable freight train of bullets and chainsaws (don’t worry, we’ll get to chainsaws in a bit) or a methodical detective investigating every nook and cranny at their disposal hidden just off the main path.

It’s quite refreshing to see a game in this mostly linear genre being full of really secret option areas worth digging into. The environments are well-designed and pique your interest without running into your head with the fact that you might miss a thing or two if you don’t turn over some stones.

Rewards for exploring range from finding collectibles (which ultimately don’t amount to much) to gaining access to new weapons before they’re introduced through the main path. For me, that was the real focus of exploration: the variety of weapons is great and their abilities are, for the most part, satisfying.

Turbo Boost has a ground of guns. They’re your typical FPS finds, from shotguns to rifles and pistols, but their alternate fire modes are where they shine. Shotgun blasts can be saved and stacked on top of each other, pistols can transform into deadly, insta-kill, motion-tracked machines, and rifles can be duel-wielded for double damage or picked up one at a time. both for greater accuracy. The list is long and there is not a single weapon that does not have its place in combat.

The combat is fast-paced as you fight your way through waves and waves of gruesome cyberpunk monstrosities that have taken over sections of the city. Movement speed is high and each weapon packs a real punch, but the real icing on the cake is the player character’s chainsaw leg.

The Chainsaw Leg is used whenever you glide, giving you a speed boost while you cut through absolutely everything in your path. As you explore the world, you can buy body upgrades, but the best ones increase your chainsaw leg power and allow you to drain enemy health and armor for yourself. Essentially, most upgrades are meant to encourage you to be aggressive with the chainsaw.

It gives combat a real sense of momentum and brutality that defines Turbo boost apart from the likes of other popular arcade shooters. Every once in a while I’d run into a tough room of enemies that would take me a few tries to pass, all before I realized I could forget to shoot myself because I’m basically a cyberpunk chainsaw man.

Maybe the best thing I can say about Turbo Boost it’s that he feels bursting with ideas. From the chainsaw leg to the inspired level design to its interesting alternate weapon modes, the game keeps you guessing and continues to impress. The only thing that keeps it from being one of the best in the genre is its mediocre difficulty and checkpoints.

I died a lot while playing on the recommended difficulty. At first it seems that Turbo Boost go for one Hotline Miami-type system where death is frequent, but if you have a plan, you can overcome any obstacle. This quickly fades once you start to realize how rarely the game features checkpoints.

I spent a lot of time fighting in a few rooms of manageable enemies before arriving in a troublesome room and dying seconds after stepping foot inside. After repeating this several times, frustration became one of the Turbo Boosthis most powerful enemies.

Paired with clunky insta-death platforming sections, the checkpoints still need some work and stand out a bit from an otherwise well-polished experience. If the checkpoints were better, the difficulty might be more manageable since you resume combat a few seconds after going down. But as it stands, there’s a lot of frustration in later levels because of it.

The game has a story, but it takes a pretty big place in the gameplay. From what I can tell, a rogue AI is spreading a mental virus throughout the city and you’re here to stop it. It’s such a minor thing, however, that it’s hardly worth mentioning other than to say Turbo boost doesn’t have much for those looking for a great cyberpunk story full of lore and meaning.

Turbo Overkill Early Access Review – The Bottom Line


  • Fast and exciting battle arenas.
  • Excellent variety of weapons and enemies to use them on.
  • Sleek cyberpunk visuals.
  • Chainsaw legs.

The inconvenients

  • Sharp difficulty curve with no real solution other than lowering the difficulty.
  • Bad control system.

Everything on Turbo boost suggests this is a game to watch closely. The issues I’ve had with this seem like the sort of thing Trigger Happy Interactive will be able to fix before it’s done baking, but if overlooked could be major roadblocks on the way to a really good game. shooting.

While it’s lightweight, it’s chainsaw heavy, and I think that more than makes up for the cyberpunk aesthetic that’s nothing more than a front for a brutal shooter. If you can overcome the issues listed above, a recommendation is easy, even before it’s officially launched. Check out the demo if you think it’s right for you.

[Note: Trigger Happy Interactive provided the copy of Turbo Overkill used for this Early Access review.]

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