Imagine for a moment of somebody blended the brutal efficiency of hotline Miami with the tactical mind play of Xcom and them wrapped it all in John wick hex, which effectively puts players into the mind of john wick himself as he analyses each situation at the moment to moment, calculating the perfect moves to make in order to eliminate waves of incoming baddies and make it out alive. It seems absurd, translating the quick and precise action of the John wick films into a slower strategy game, but somehow, it works, even if it doesn’t quite manage to reach the level of intensity of the movies is based on.
Set as a prequel story of the films, John wick hex sees the titular character in a neon shocked the graphic novel equine world. Hunting down a villain named hex who has kidnapped Winston and Charon. It’s a rather simple story, but it’s not like the John wick films were all that complicated to be with. Much like the movies, wick must take hordes of enemies before reaching a boss who in one way or another provides him with gym next destination on his roadmap where he will effectively rinse and repeat the process over again until he reaches hex.
The difficulty really Ramps up in the last few levels of the game, with some really though encounters that will test your decision-making skills, though nothing was so overwhelming that approaching it from a different angle didn’t work. Most often when I would fail it was because I was trying to play it like an action game or priority the kills, planning one step ahead when I should have been staying four and five steps ahead. There’s a brilliant In choreographing the ballast of bullets and broken bones as it’s happening.