Immortal Redneck (Xbox One) Review

Immortal Redneck (Xbox One) Review - YEEEEE HAWWWWWW 4
Immortal Redneck (Xbox One) Review - YEEEEE HAWWWWWW
Immortal Redneck
Developer: Crema
Publisher: Crema
Played On: Xbox One
Genre: Shooter , Arcade , Indie
ESRB Rating: T (Teen)
MSRP: $ 19.99 (USD)
CGM Editors Choice
| February 26, 2018

An immortal mummy who also happens to be a redneck is trying to reach the peaks of three pyramids to slay three bosses. Why? I’m not sure, but it doesn’t matter because Immortal Redneck is stupid fun.

Immortal Redneck is a roguelike FPS with speeds much like those found in old-school PC shooters. There are nine different unlockable classes, which are based on Egyptian gods that have different abilities and base stats. These stats can be upgraded via spending gold collected on each run on a skill tree. Upgrades include more health, more ammo, higher damage and crit percentages, as well as things like better health and gold drop rates.

Immortal Redneck Review - Yeeeee Hawwwwww 3
Immortal Redneck – Crema

As this is a roguelike, the majority of the game is grinding until you’re powerful enough that your actual skill can get you to the end of the game. The grind really presents itself when the second pyramid is reached, where enemies have a lot more health and hit a lot harder all of a sudden. Just reaching that point took me at least six hours, however, so for a while I just continued to do runs of the first pyramid till I powered up. While I’m not a huge fan of the whole “grind to easy mode” thing, that is kind of what roguelikes are, and it’s my only real complaint with Immortal Redneck besides the title, which will surely turn off others.

Immortal Redneck Review - Yeeeee Hawwwwww 2
Immortal Redneck – Crema

Thankfully, the combat and movement here were good enough to keep me engaged until the end. Holding down the left trigger makes the character run fast which when combined with things like triple jumping in the air between platforms while shooting a rocket launcher at giant frogs, makes for a fun time—especially considering the game runs at a silky smooth 60 frames per second without issue, thanks in part to the simple and cartoonish graphics over the realism that many games go for.

Each of the three pyramids features new enemies and bosses to slay, as well as its own interior aesthetic. The build of each pyramid is randomly generated upon entry pulled from a plethora of room types so the game truly feels fresh each run, unlike most games with random generation.

A retail version of the game reviewed was provided by the publisher. You can read more about CGMagazine reivew policies here.
Final Thoughts
REVIEW SCORE

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