The two player characters in Gone Feral
Credit: Just Purkey Games

I like the Hitman games a lot. But every time I go to play them, I have to suppress a certain sadistic urge that I know I shouldn’t indulge in. Yes, I’m a slick hitman who ought to just kill their assigned target. But what if I don’t do that? What if I want to become a monstrous serial killer? What if I want to just take out anything and everything in my way, without any tact or class? I’m asking to become a slasher from one of those charming 1980s horror movies, essentially. And I could. But there are severe consequences for doing so. Thankfully, games like Gone Feral have stepped in to satisfy this irrational craving for violence.

Developed and published by Just Purkey Games, Gone Feral hasn’t actually released yet. But it’s in the midst of its first major playtest, featuring a handful of levels, plenty of weapons, and enough content to give a sizeable first impression. Having played through the game’s handful of maps myself, I certainly have plenty to say.

You Get to be the Slasher

Two killers standing in front of Camp Shady Pines in Gone Feral
Credit: Just Purkey Games

Gone Feral knows what it’s about from the word go. A familiar story of callous camp counselors plays out as you bear witness to some heinous acts committed by them. Unfortunately for you, they discover that you’ve been spying on them. Leaving you for dead at the bottom of a quarry, you somehow recuperate within the woods surrounding the camp. You’re no longer fueled by s’mores and the promise of fun times in the sun. No, blood-boiling revenge is what drives you now. And it starts with taking down the very same counselors that ruined your life so many years ago.

Visually, the game exudes a heavily stylized VHS aesthetic that’s prominent throughout its menus and loading screens, similar to how something like Butcher’s Creek handled its own graphics. The playtest only featured a trio of maps, one being a hallway-like tutorial and the other two being a gas station and campground, but they were all appropriately soaked in shadow as one would expect. In terms of character models and background assets, Gone Feral features extensive use of voxels and simple textures to make characters and objects appear recognizable, but with some retro-styled flair to boot.

A good slasher property is only ever made better by an excellent score, and you can thankfully find one here. Clifford Meyer, a composer who previously worked with Just Purkey Games on The Axis Unseen, returns with a deliberately synth-heavy soundscape that hits all the right tones you’d expect. It’s hard to get a definitive impression just from a playtest, but from what I’ve been able to hear, it definitely nails the 1980s slasher vibe exceptionally well.

Gone Feral Feels Familiar

The player sneaking around a forbidden area in Gone Feral
Credit: Just Purkey Games

Gone Feral is a bona fide slasher simulator, albeit one that relies on some familiar gameplay elements to get things going. You’re dumped into a map. You’re given a specific target (or targets) to take down before making a speedy escape. How do you do this? Well, that’s up to you.

Do you want to keep your creepy killer getup while trawling through tall grass? Want to stealthily take out a camp counselor before donning their outfit and blending in? Feel the urge to kill everyone you see? Or just your primary targets? It’s preference, mostly.

I mentioned Hitman before, and it’s relevant to how Gone Feral plays. In fact, I’d say there are more similarities to Hitman here than the likes of other gritty horror games like Manhunt. Thrown objects are handy for knocking people out or causing distant distractions. Weapons are handy for taking targets down quickly, but you also have your handy fists for subduing them. Anybody you incapacitate or kill can be dragged away to prevent their discovery. Disguises can even be seen through by certain characters, and you’ll have to find the right one for specific buildings to avoid trespassing. I’d say the only major difference here is the complete lack of guns, or the ability to use them at least.

But Gone Feral still manages to keep things fresh with its emphasis on roguelite elements. Take progression, for instance. Playing each level nets you cash and experience points that you can use for upgrades on later levels. Slower detection speeds, better weapon durability, more health, it’s all that you would expect. Likewise, mastery points for achieving specific objectives in each level also grant you special skills. As it stands, there are 13 unique mastery challenges per level. These range from beating them without healing, killing all optional targets, never being spotted, and finding all the unique disguises in each level.

The Promise of Co-Op Carnage

The player kicking a counselor off a cliff in Gone Feral
Credit: Just Purkey Games

What Gone Feral has over Hitman as well is online co-op. While it’s not available in the current playtest, the idea alone opens the door for all kinds of gameplay scenarios. And yes, I do mean the funny kind.

One person could distract a target with a thrown item while the other goes in for the kill. One person can cause as much noise and mayhem as possible while the other scopes things out from afar. Or, if you’re feeling especially sadistic, both could team up for a violent rampage with whatever sharp instruments they can find. It’s simple, sure. But you could argue that the slasher theming makes the ensuing chaos all the more entertaining.

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I do have some concerns, though. And they’re not tied to co-op.

A big strength of Hitman was that every level was handmade, with every detail and route you can take all fitting into one, elaborate puzzle. Solving that puzzle in the most efficient way possible was what made playing through them fun. The levels in Gone Feral, meanwhile, share the same general layout every time you play them, but specific details like structures and targets are switched around at random. Something is definitely lost when you go this route in terms of memorability and overall complexity. But maybe I’m just jumping the gun.

There’s also the actual connective tissue between each level. Again, this is just a playtest. It’s hard to get an overall idea of how the game will actually play out in just an hour or two. But a big draw of Hitman is how each level is given its own little story, with its own atmosphere and memorable moments. For example, The Meat King’s Party, with its focus on blood and guts and sexual deviancy, is a far cry from the elaborate and well-lit theater of Curtains Down. A gas station and campground are a good start. But hopefully we’ll see more interesting levels that have some more elaborate storytelling to them, either in the foreground or background.

Should You Go Feral in Gone Feral?

If you’re curious about the playtest, I’d say Gone Feral is worth a shot. Any fan of Hitman who wants a more overt horror tinge to their stealth gameplay will find themselves right at home here, all dolled up in creepy jumpsuits and cheap hockey masks. It’s succinct, but fun. It does a good job of establishing what to expect in the full game. Most of all, though, is that it really sold me on its playable slasher premise.

You’ll be able to try Gone Feral yourself up until the end of October. Be sure to check out the game’s page on Steam.

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