Neon White
Developer Angel Matrix
Publisher Annapurna Interactive
Format PC (tested), Switch
Release Out now
One minute is a very long time in Neon White. Here, moving at anything less than a breakneck sprint is a sign of failure; heck, even the water underfoot helps speed you along. Decisions are made by your hands before your head, which is too busy processing the persistent rush of bullet-hell sprays and rocket-jumps and giant screaming heads that fire laser beams. No wonder the tracks here last less than the duration of a single held breath; we’re not sure we’d survive otherwise.
OK. Exhale. Let’s slow down for a second and attempt to explain. Neon White presents as a firstperson shooter – guns in your hand, demons at your front – but really it’s a racer. Every level is a track, its hallways and curves all pointing towards a finish line you’re trying to reach as quickly as possible. Yes, you’ll generally need to explode every single demon along the way, but they’re less enemies than hurdles in an obstacle course. Even opportunities, in some cases.
Take this bulbous floater over here, like a Cacodemon repurposed to decorate a children’s birthday party: jump onto its head and you’ll bounce upwards, perhaps to a previously unreachable ledge. Now, this squat ball of eyes, which explodes when shot: perfect for blowing open a door to your destination. What does this crablike one with the glowing eyes do? Nothing special, but you’ll want the Soul Card that drops when it does.
Soul Cards are how Neon White arms you. Each exists as a kind of abstraction of a familiar FPS weapon, with an alt-fire ability that you can trigger by throwing it away. Elevate fires like a pistol, or can be discarded for a double jump. Fireball is effectively a shotgun, but one that launches your body in an arcing trajectory like its namesake. Dominion is a rocket launcher that, in the gloriously absurd logic of ’90s arena shooters, can be fired at your feet to gain height, and which also doubles as a one-shot grappling hook.