
STAKES. GUNS. SLOW-MO. Fight werewolves and vampires in a reality-shifting motel. Dive through barricades to escape the grasp of evil puppets. Destroy the villain you loved. A new, third-person love letter to classic shooters. Neo-noir never looked so good.
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About
Genres
Stats
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
Engagement
Hours played at review time, across 44 reviews with recorded playtime.
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Definitely mixed feelings on this game so far. The voice acting, story, and cinematics are all top notch, but everything else has been feeling quite lackluster. I'm about 15 (admittedly short) chapters in (of which I believe there are 50), and the gameplay has just felt so basic. - By far the most egregious thing is that the diving (which seems to be one of the core draws to making combat feel cool aside from the slow-mo), is basically useless. Diving away from enemies is dumb because they'll catch up and hit you before you can move again, and there's no need to dive away from projectiles because you're given a basic dodge roll that gives immunity frames, is quicker, and doesn't stunlock you after using it (actually insane design choice if I'm being honest). - There are currently only 3 enemy types. - The level design most of the time is quite basic. There's a few interesting and quite inspired chapters, but most of them just feel like room/area after room/area where you fight a couple of basic enemies. - The only time I've taken damage has always been because I forgot to check behind me while walking backwards or forgot to check around a corner when entering a room. A large group of enemies in front of you is never particularly scary no matter how much the game wants it to be. - Visually, the ideas of everything is very cool, but the execution is really poor. There are a few parts that really look interesting, but most of the time it's just plain mashed up motel room with the same 5 or so random objects thrown around randomly.
Игра вообще не оправдала мои ожидания. Всё скучное, однотипное и будто сырое. Может, кому-то это и зайдёт, но не мне. Игра вообще никак не затянула. Если и брать, то только по большой скидке. За полную цену – точно не стоит
This game is a tricky one for me to recommend. While I did thoroughly enjoy the story, the writing, and the gameplay honoring the legendary Max Payne, I felt that I was playing it for WAY longer than I should have. Pros: -- Incredible story. I won't spoil much, but I'll just say that this game depicted an abusive relationship, and how it effects someone after leaving it, scarily well. I felt myself weeping along with the protag as he copes with the feelings and memories all crashing down on him. And, for being a action-heavy shooter game, El Paso, Elsewhere's biggest strength for me was its narrative and writing. --Satisfying gunplay. If you like Max Payne, this game will satiate you. The bullet time is oh-so smooth and headshots feel MEATY in this game. It's so fun to leap into a room, pop slo-mo, and blast heads left and right. Takes me right back to that fateful New York night... Cons --♥♥♥♥♥♥♥ this game should have ended 30 levels ago. There are 50 levels to play through. And all of them are somewhat repetitive. The gunplay is amazing, but the maps in which you do it don't feel very good. they start to feel rather same-y, no matter what crazy shapes the hotel contorts itself into. It is exhausting to play the whole thing and I found myself skipping entire fights because I just wanted to get to the next cutscene and see what happened next. This game is worth playing, just like any Strange Scaffold game. But know the length going into it. It overstays its welcome for far too long, and I feel that's a lesson that the devs are beginning to learn. But if you can forgive the length, as I could, you'll find a tragic and well-written game with elements that become something much greater than the sum of their parts.
For a tribute to the early Max Payne games I can't help but lament the fact that this game is longer than both MP1 and MP2 combined. And James Savage's lines certainly aren't as poetic or as memorable as Max's, which is a bit of a shame. Still, this is a decent game, although the art style falls flat for me and the enemies feel either too easy or too annoying to fight against. Worth buying if you enjoy old Max Payne, skip otherwise.
I mean...it's Max Payne 1, but on acid.
A developers poorly disguised, self-insert, Max Payne style fan fiction.
Finally got around to this one since it's been sitting in the backlog for ages but a sequel was just announced. Wild ride from start to finish, every level feels like a dreamscape, the narrative is ♥♥♥♥♥♥♥ insane but does exactly what it needs to do every step of the way and genuinely captures every thought and feeling of an abusive relationship. The gameplay itself is pretty damn good too - the Max Payne comparisons are obvious but the level design feels much more Doom-like. Phenomenal stuff, definitely looking forward to seeing where they take it from here.
Guess you could say she really SUCKED the life out of ya, eh?
One. Good. ♥♥♥♥♥♥♥. Game
El Paso, Elsewhere is a third-person action shooter developed and published by Strange Scaffold that blends supernatural horror, neo-noir storytelling, and emotionally charged psychological drama into a uniquely memorable experience. Inspired by the stylish slow-motion gunplay of classic action games while building a far more personal and emotionally vulnerable narrative, the game takes players deep beneath a roadside motel in El Paso, Texas where reality has collapsed into a violent supernatural nightmare. What initially appears to be a fast-paced retro-inspired shooter gradually reveals itself as a haunting story about grief, addiction, emotional abuse, and the painful process of confronting a toxic past. The story follows James Savage, a monster hunter descending through an impossible motel that stretches far beneath the desert into distorted supernatural dimensions filled with vampires, werewolves, fallen angels, and other horrors. His mission is to stop Draculae, his former lover and the powerful ruler of the monsters inhabiting the collapsing structure. While the premise sounds chaotic and exaggerated on the surface, the emotional core of the narrative remains surprisingly grounded. The motel becomes more than just a setting for combat; it evolves into a symbolic representation of trauma, memory, and emotional collapse. One of the game’s greatest strengths is its writing. James constantly narrates his thoughts throughout the journey, creating a deeply personal atmosphere where players are not simply fighting monsters, but also witnessing the emotional breakdown of a man trapped between guilt, regret, anger, and lingering attachment. The relationship between James and Draculae is written with far more emotional complexity than most action shooters attempt. Rather than presenting a simple hero-versus-villain conflict, the game explores the psychological damage caused by toxic relationships and emotional dependency in ways that feel painfully human beneath the supernatural themes. Combat is heavily inspired by classic cinematic shooters and quickly becomes one of the most entertaining aspects of the experience. Players dive through the air in slow motion while unloading pistols, shotguns, rifles, and explosive weapons into hordes of supernatural enemies. The gunplay captures the exaggerated style of early 2000s action games while maintaining enough speed and intensity to feel modern and responsive. Slow-motion dives become central to the gameplay, allowing players to avoid incoming attacks while turning chaotic battles into stylish action sequences filled with flying debris and gunfire. Enemy variety helps maintain momentum throughout the campaign. Werewolves rush aggressively toward the player, vampires attack from range, and grotesque supernatural creatures force constant movement during combat encounters. Battles often become frantic and overwhelming, encouraging players to remain mobile while carefully managing positioning and resources. Although the combat systems are relatively straightforward mechanically, the pacing and presentation keep the action consistently exciting. The atmosphere is where El Paso, Elsewhere truly distinguishes itself from other shooters. The game constantly shifts between gritty noir storytelling and surreal psychological horror. One moment players are blasting through motel corridors filled with monsters, while the next they are exploring dreamlike environments shaped by fragmented memories and emotional trauma. The motel itself becomes increasingly distorted as the descent continues, reflecting the psychological deterioration at the center of the story. This constant blending of action and emotional horror gives the game a unique identity that feels both stylish and deeply uncomfortable. Visually, the game embraces a retro-inspired presentation that intentionally resembles older PlayStation 2-era shooters. Character models, environmental textures, and visual effects prioritize atmosphere and style over photorealism. The lower-fidelity visuals ultimately work in the game’s favor because they reinforce the noir tone and surreal horror aesthetic. Combined with dramatic lighting, heavy shadows, and bursts of violent action, the presentation creates an atmosphere that feels raw and emotionally unstable. The soundtrack is another major highlight. Hip-hop music, emotionally charged vocal performances, and moody instrumentals accompany both combat and quieter narrative moments, giving the game a distinct musical identity rarely seen within the genre. Music often functions almost like an extension of James’ internal state, intensifying scenes involving rage, heartbreak, grief, and emotional collapse. The soundtrack adds tremendous personality to the experience and elevates many moments beyond simple action spectacle. Voice acting is equally impressive. James’ narration carries significant emotional weight, and the performances throughout the game help maintain the balance between noir dialogue and emotional vulnerability. Conversations feel natural despite the surreal setting, making the relationships and emotional conflicts feel believable even while surrounded by supernatural chaos. However, the game is not without flaws. Combat encounters can occasionally become repetitive during longer sections, especially when large waves of enemies are introduced in similar environments. Enemy AI remains functional but fairly simple, and certain battles rely more on overwhelming numbers than tactical variety. Some players may also find the intentionally rough visual presentation outdated rather than stylistically charming. The heavy focus on emotional narration and introspection may divide audiences as well. The game commits fully to its themes of trauma, heartbreak, addiction, and emotional abuse, which creates a consistently heavy atmosphere with very little relief. Players seeking a purely action-focused shooter may find parts of the narrative overly introspective or emotionally exhausting. Despite those shortcomings, El Paso, Elsewhere succeeds because of how fearlessly personal and emotionally honest it feels. Beneath the supernatural violence and stylish gunfights lies a deeply human story about pain, regret, and survival. The game transforms what could have been a nostalgic retro shooter into something emotionally powerful and surprisingly vulnerable. El Paso, Elsewhere ultimately stands out as one of the most distinctive indie action games in recent years. Its combination of fast-paced slow-motion combat, psychological horror, neo-noir storytelling, and emotionally raw writing creates an unforgettable experience filled with style, tension, and genuine emotional depth. While repetitive combat and heavy emotional themes may not appeal to every player, those willing to embrace its surreal atmosphere and deeply personal narrative will likely find El Paso, Elsewhere to be a powerful and haunting journey unlike almost anything else in the genre. Rating: 9/10
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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