
Brute is a challenging arcade shooter with a vibrant, minimalist aesthetic. It's a game about planning, timing and discovery featuring an atmospheric soundtrack and sounds made from analog synthesizers.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
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Reviews
[h1]Brute.... 2017's Precision Platformer of the Year[/h1] I'm particularly loath to picking up on what somebody else has written when reviewing a game. However, in this case, I must agree with Graham Smith of Rock, Paper, Shotgun. He opens his article on Brute by stating that ‘Brute is N with a ship in place of a ninja.’ He's absolutely banging on. There’s really no other comparison to be made to the game. If you’ve seen the front page of the website you’ll know that N++ is one of my all-time favorite video games and currently holds the highest review score in site history. I view N++ as the absolute quintessential precision platformer. The title is stock so full of content that you’d never need another game of its type…. [h1]… But I’m Thankful MGFM Developed Brute[/h1] Brute feels like a genuine sequel to the N games. The name of the game must be based on the difficulty of the game because it’s genuinely brute-al. The bright mixture of colors used throughout the levels, which change every time you die (which you will a lot) are the first things that force you to draw the comparison. Brute feels like a genuine sequel to the N games or at the very least a significant source of inspiration. First, the bright mixture of colors that are used throughout the levels, changing every time you die, the similarity to dying as soon as you hit any obstacle and the types of enemies are the primary similarities. Brute much like N++ is excruciatingly difficult. It is so difficult that this is clearly where the source of the title originates because it truly is brute-al. This is the long and short way of suggesting that the two games are very close to being and the same. Yet, that would be selling Brute extremely short. [h1]The Differential[/h1] Where Brute is very different to N is in its physics system. This gives Brute a fantastic point of difference. Now, I’m not suggesting that it makes it a better game than N but rather that it is what makes it different. It is something that hardcore platformer fans will crave when playing this. To move your craft the player presses the right mouse button or the W button on their keyboard. I personally found that using the mouse to steer and the W to thrust was better in some levels whereas in others I felt using the right mouse button was favorable. The player must always consider the amount of thrust used and to quickly head in the opposite direction if they want to slow down. The left mouse button allows the player to shoot. Of important note is that the player has a finite amount of fuel to thrust them around the level. This only adds to the tension and forces the player to consider his every move not only in a sense to avoid enemies and obstacles but also to ensure that you save enough fuel to get to the end of the level. There were times where I relied upon drifting to get a fuel pick up or into final position to shoot the end level target. Some of the most exciting times that I had in the game were those extremely close calls and agonizing near misses. Conversely, the player has an infinite number of bullets that they can fire. Players use bullets to interact with the level. At first, you’ll use it to bring levels to a successful close. Then the game introduces traps, switches, triggers and enemies that you need to shoot to proceed. [h1]Intelligent Level Design[/h1] One of the more appreciable strengths of the game is in its level design. Brute is the type of game that could frustrate players more than what is necessary. It is already a game that will have players rage quitting so implementing new traps and mechanics to the player required a lot of thought. Thankfully, the developer got it spot on. There is a total of 100 levels (50 base levels and 50 secret levels). The developer understood that they had time and content to spread these elements out evenly enough to provide the player a constant challenge without being overwhelming. This is exactly how the game feels. Just as you become expert at the current game a new challenge is added to the fray. It’s easily some of the best level design that I have seen – to the point where game design courses should implement this game into their theory. There’s more than enough content featured in the game with all of its levels for the game to last five to ten hours dependent upon skill. [h1]Presentation[/h1] Of course, I wrote about the color alternating between various bright colors after every death. However, the graphics overall have been well designed and thought out. Every little design decision within the game has the touch of a Picasso about it. This shouldn’t be a shock given Michael Manning is a professional sound designer. As streamlined and brilliant as the graphic design choices are it is within the sound engineering that the game gets that extra kick to put it over the top. The way in which the player’s engines thrust, the sound of the weapon firing and the background music combine gave me an immediate appreciation for the game’s sound. Others may find it simplistic – and it is – but that is a very complimentary term in this game. [h1]Steamified[/h1] Brute is a part of Steam’s Trading Cards program. However, I wouldn’t say that the game is Steamified as a result. I would urge the developer to implement Steam achievements and to consider a way in which he could implement a global leaderboard. There are several ways that achievements could be implemented. There could be achievements for successful completion of each level, for the combined amount of fuel remaining at the end of each level, etc. The fuel left over would be an interesting statistic for the leaderboard. Perhaps too would introducing a clock for each level to see who can complete each level in the shortest amount of time. I argue that both are tools that the Steam community would rather enjoy seeing added to the game. I would also like to see the addition of a level editor. If the community was put into a position where they could create their own content for the game it would extend the title’s longevity. As it is, however, I don’t see many players being skilled enough to complete every level that this masterpiece has to offer. However, it would be bloody nice. [h1]Conclusion[/h1] After enjoying N++ so immensely last year I never would have thought that my favorite game to date this year would be a game so similar in simplicity, difficulty, and reward. However, from all of the new games that I have played in 2017 so far without doubt Brute is it. It’s almost impossible to fault. If anything, I’ll give it a tick off the score I gave N++ simply because of the significant amount more content that N++ had. I very much look forward to future DLC or a legitimate sequel. Thank you MGFM you have created a legitimate master class in game design and presentation. A genuine Steam game of the year contender. 9.4/10
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Hours played at review time, across 30 reviews with recorded playtime.
This game is quite difficult. You control the spaceship indirectly with a thruster that gives it momentum. It is this type of control that gives the game a lot of depth. The levels will truly test your ability to accurately and swiftly control your ship. Oh yeah and as if all those things were not challenging enough: fuel is limited. Actually finishing a level frequently brought about a sigh of relief. There are plenty of levels and each set of five levels introduces one or two new objects in the game. In the first few sets of levels you can take your time. That changes though once you get to the more advanced levels: new obstacles and objects will force you to move faster and make your timing snappier. The presentation takes on a very minimalistic esthetic with absolutely fantastic music and sound effects! Good speakers or headphones are recommended. Another nice touch is that each set of five levels can be played out of order. So if you're stuck on one level you can always try another. Wonderfully, difficult game with top-notch presentation. I will be playing this much more in the coming weeks!
Very cute, colourful and challenging little shooter. Controls are tight and take some practice, much of which I'll spend time getting to grips with I'm sure. Some of the colour palettes are a little too low contrast, dark grey and black for instance can be hard to see what you're doing, but all you need to do is reload the level to get a new palette. The sound design is simple but very satisfying, and the music is nice without being intrusive, and you do have the option to turn it off should you want to play with your own.
This was a pretty hard game in places, and normally that means at the first hint of fustration I'll uninstall it, shout at a loved one, go for a walk and never play it again. But I got through this. Great music and sound!
Great game, pretty short but hard at times. Think N/N++ but with a tiny little spaceship. It's challenging, but fair.
To start I have to say this game is fantastic, easily one my best purchases of the year and will probably make it onto my top ten list for the year overall. At the time of writing I have played 6 hours and I have finished all the main levels, their harder equivalents(dark/inverted world?) and have a new pars(good scores) on 90% of the levels. I will probably spend another hour or two getting the last pars, improving my pars(scores) and getting a good score on the endless mode. Most of the levels are focused on getting to the end with limited fuel and not crashing into obstacles or dying to enemies. The movement is the focus of the game and feels fantastic. Zipping along in your ship and tactically using your fuel to glide through a level is a great feeling. The combat is basic but blends with the movement in an enjoyable way and the enemies are designed in ways that make you have to think about how much of your limited fuel you want to use to safely or quickly dispatch them. I just wish there were online leaderboards and in-game speedrun support but those are pretty minor gripes. There is also no level editor but I feel that would probably be too much to ask for in a cheap platformer that is already great value for money however if there was going to be a sequel it would be a great additional feature. Cannot recommend this game enough, especially for the price they are asking.
It's like N++ but with spaceship physics.
[h1] Thrust using fuel and try to shoot yellow targets. Control with mouse, gameplay is not the worst. Simple visuals with nice presentation. Playable but you must like simple games. [/h1]
>操作一个倒飞的飞船,扣扣搜搜地控制油量,打掉每关全部定点目标黄色花花。子弹无限 每次重开游戏界面都会随机变色,大赞美工,颜色选的异常品位!音乐也很舒服 >时不时就忘了是个射击游戏。 不得不全速飙车的情况较少,绝大部分情况只要控制油量+努力不要撞墙就好(。 明明是个宇宙飞船,硬是给我开成了踩着大半脚离合的速度 ——靠惯性前进,一抖一抖的23333 >比较棘手是会追踪的圆球和大于小于号,但出场都不算多。 圆球烦在和黑洞搭配着,陷进去脱离非常费油; 后者个头太小,对射击有点要求。 后期(大概在倒数10关)出现了个吃到可以瞬移的菱形,爽爆。为什么不把它放到刚开始? >最后吐槽下控制的这艘飞船造型。 突出来的不应该是炮口吗,自始至终觉得它是反着开的,有一大半的死因都是看反飞船方向...... 或者它其实不是类似于飞机的形状?而是长得像叉子似的??脑补不能
I don't get why touching the walls kills you. This game already has lasers and enemies and floaty movement so why are there tight tunnels with walls that kill me? I honestly think it would be way more fun if you just bounced off them. Level 22 was where I reached my personal limit of time investment. I like a lot of stuff about this game like the style and concept but the payoff is not worth the frustration for me.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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