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The two shooters donโt seem too similar from the outlook, but have nearly identical gameplay loops. Both take players through short challenge levels where a clean run often only takes a minute or two. The focus is on fast firefights where players chuck their guns after a few blasts instead of reloading them โ even an empty firearm can be a deadly tool when coupled with an accurate throwing arm. Players are encouraged to return to these levels to chase higher scores, faster times, and secondary challenges, all of which are accompanied by a thunderous soundtrack that booms as loudly as the action.

With such similar goals, it all comes down to execution, and Anger Foot is the better executioner in all senses of the term. I Am Your Beastโs cel-shaded art style gives it a solid comic book-like look, but Anger Footโs Adult Swim-esque visual style and color palette is much more striking and unique. Lively pinks and teals soak this grimy, depraved world in bright colors, clashing with Muppet-esque NPCs who are often sitting on toilets or groaning about crime through surprisingly hilarious writing. Shit City, as it is appropriately called, has an undeniable style that is made up of conflicting grossness and vibrancy; it’s a lovely acrylic painting of an overflowing dumpster.
The contrast between the colors makes everything easy to pick out and the enemy silhouettes are different enough so that it’s not hard to discern between the surprisingly diverse amount of anthropomorphic criminals. Death comes swiftly, so while there are some times where a shotgun-wielding middle finger-headed guy is cheaply waiting just around a corner, being able to quickly know what is what is crucial. Guns also have a bright pink shine to them and will automatically be picked up off freshly killed enemies or the ground, which is a thoughtful bit of streamlining.

I Am Your Beast falters because it’s more muddled. The option to highlight items must be bugged because it just doesn’t work, and the game pays dearly for it. Because of this and the obscenely dark nighttime levels, it’s tough to spot where the armor, weapons, and health pickups are, and that works directly against a game that is about getting into a murderous flow state. Hugo Martin, director of the recent DOOM trilogy, explained that those three hellish shooters have hard-to-miss glowing pickups because the playerโs eye has to be guided toward the important parts when moving at high speeds. Visibility and clarity are crucial, and it’s advice developer Strange Scaffold would be wise to heed. At least the enemies have bright red goggles like Killzoneโs iconic Helghast soldiers.










