 What's up everybody, I'm the Mangoes, you are awesome and today we're going to be talking about a new roguelike rhythmic shooter developed by All Interactive that makes use of the free Paragon Assets and it's called Bullets Per Minute. While there's certainly room for improvement with this game, it is fun as all hell. I've been absolutely addicted to it for the past few days. Part of the fun for me was progressing through the game to discover what assets were used and in what capacity so if you're thinking about picking this one up and you don't want that aspect spoiled, just move along for now and maybe come back to this video later. As with any new game I cover on the channel, we're going to go through the who, what, when, where, and why of BPM. If you enjoy the content, please leave a like and subscribe if you haven't done so already. As I said, BPM is a rhythmic shooter. I've seen many describe it as a mix of Doom and Guitar Hero, which I think is a pretty apt description. You choose a Valkyrie at the beginning of your run and then progress through procedurally generated levels blasting foes in time with epic metal background music. You can only fire, dodge, and reload with the beat. Your aiming radical visually indicates the rhythm, however, it's best to just listen to the music and time your shots with the beat. You have four item slots, three ability slots, one weapon, and a variety of stats that can be leveled up via offering coins to these shrines that you'll find during your run. New weapons can be found in chests or purchased from the blacksmith. Rooms can also be found in chests, well rooms, or an item shop. Both the item shop and blacksmith are run by Scorch which is kind of neat. You always start with a dash as one of your abilities, however, your ultimate and secondary need to be discovered in library rooms unless you've cleared the game with a particular Valkyrie. The Valkyries also have to be unlocked via game progression. You start with Sereth as your only option. They call them different names, but I'm pretty sure that no matter what game the assets are used in, we'll always call them mother paragon names. The end of each level is a boss encounter. All but one of those bosses are slightly modified versions of paragon assets. I do warn you that this is a roguelike. You aren't meant to clear the entire game when you're first run. The levels are generated randomly so sometimes you won't get the shrines you want, or you'll have a ton of money but you don't get a blacksmith to upgrade your weapon. The game is extremely difficult at first, however, it does get easier as you learn enemy patterns, understand what items and weapons work well together, and unlock new features. All of this adds to replayability, but the high RNG variance is a big turn off for many people. Some of the weapons items and ultimate abilities are shit compared to others, but you have to play what you've got and make the best of it. All Interactive is a new independent developer with members from all over the world. The company was founded by David Jones, who successfully co-founded Bulkhead Interactive and Belville Studios. The studio was founded on June 1st of 2019 and have been hard at work creating BPM since. They aim to focus on creating deep games that overdeliver on value. With all Interactive being a very small new company, the free assets released by Epic must have been a godsend, however they made some odd choices with BPM, mainly the oversaturation. If you pick this one up, the first thing you need to do is drop the saturation levels to around 50%. My personal belief, and this is just my unverified opinion, is that they use the oversaturated art style to both cover up some of the changes they made to the Paragon assets while also giving each level a different feel without having to spend money on different environmental assets. You can pick BPM up right now on Steam if you're playing on PC. Console release on both Xbox and PlayStation is scheduled for next year. The game costs 20 American dollars and there are no associated micro-transactions. You can also pick up the soundtrack for the game. Is the game worth 20 dollars? If you enjoy roguelikes and know what you're getting into, then I say hell yes it is. I've certainly got what I feel is 20 dollars of entertainment out of it already. It could be argued that since they used free assets and some lighting tricks to cut corners that the game should be priced a bit lower. I can see that argument, but I'm personally happy with the value. In fact, I'm starting to come around on false pricing for early access because of how much I've enjoyed BPM. I'm sure there are folks out there that have gotten 20 dollars worth of entertainment out of fault. If you're a fan of roguelikes, doom, or rhythm based games, then BPM is 100% right for you. The game is just pure fun and has a ton of replayability. When I first learned about BPM from ERS Gaming, I contacted my friend Jillianese to see if he had heard of it. He responded with, I already have 10 hours played. This is like the day after the game released. The combat is very simple. You just run around in circles shooting stuff, but the ability to add your own personal flair to each and every encounter by contributing to the soundtrack with your shots and reloads adds something truly special to the old run and gun recipe. BPM certainly isn't perfect. The RNG variance is a bit too extreme. There's critical strike in the game, but I don't know if I've ever hit one because the hit feedback is all the same. And the music becomes redundant after a while. If you really sit down and critique this game, you could write a fucking novel about its shortcomings. However, if you just turn your stupid brain off, get into the rhythm and start blasting some monsters, you will have a great time. BPM is just good old fashioned fun. I do hope you enjoyed the video. Let me know in the comments if you picked this game up. But for now, this is the Mangoos signing off. You guys, have a good one. Mangoos!