Although the comic book art style of John Wick Hex is one that immediately draws you in, the combat seems to, initially, keep you at arms length.
A Hex of a First Impression
After a stylish cutscene that sees Ian McShane and Lance Reddick reprise their roles from the films, your John Wick is dropped straight into the action. The action in this case, however, is strategic, but to call it turn based would be unfair. It operates in the same way as Superhot, so enemies only move when John (you) has planned the next move.
Moves which can range from a strike or gunshot, to a parry or push. As John attempts to navigate areas, be it to find an exit or to eliminate a target, other obstacles will rear their head. You’ll often find yourself without ammo, or surrounded by enemies and in desperate need of bandaging up. It is in these moments that the game really ramps up.
What a Wick-ish Game to Play (to make me feel this way)
It is surprising that the strategic basis of the game works so well with beloved character John Wick. Anticipating moves, prioritising enemies and generally working your way through a blood soaked to-do list is exciting in its own way, but chaining together a series of moves to take out a group of enemies, whilst dangerously low on health, is great fun.
Health isn’t the only depleting bar you need to keep an eye on. John also has a Focus bar at the bottom of the screen which, like the health bar, is indicated by a score out of 10, and both are only replenished if you do so. Namely, by refocusing to help focus and bandaging to sort your health. At times it gets tricky to keep on eye on health and focus whilst also looking out for enemies and ensuring you don’t run out of bullets, leaving you with little else to do other than fling an empty gun at the nearest enemy (which, admittedly, is quite funny.)
Now You See Me…
Perception also plays a big part in the tactics of John Wick Hex. Moving to different areas or crouching, will obscure enemies’ field of vision as well as your own, and the shadows used to indicate what Wick is able to see, as well as unveiling enemies, is a brilliant piece of design.
New chapters offer a change of scenery, but are generally the same level in a different hat. The transition into a new area is slick, though, with the gruff voices of McShane and Reddick piping up to offer more insight into your main foe, a silver fox called (surprise surprise!) Hex (Troy Baker.)
HUD display and field of vision aside, there is little to keep John Wick Hex consistently entertaining and exciting. After a few ‘missions,’ things do get repetitive.
Keen Ol’ Riffs
John Wick Hex‘s music is deserving of a review of its own. Composed by Austin Wintory, the brooding score is really what ties the game together, and the aggressive, sporadic strums of an electric guitar feel authentically ‘Wick.’
Path to Power
As you progress through the game, you’ll acquire coins that you can spend in exchange for weapons and bonuses, such as an increase in your maximum health. You’re also able to stash weapons in future maps, though you’re best off doing so at the beginning of a level so you aren’t grabbing for a gun in the middle of a sticky situation.
John Wick Hex does feels a little slow at first, and not what you’d expect from a title based on John Wick, but as you play through the levels, each seemingly clunky mechanic slowly begins to click, and the title crescendos into a truly satisfying gameplay experience.
Not to Repeat Ourselves or Anything…
Unlike in the films, the stakes for our video game hitman feel quite low. As some enemies seemingly appear out of nowhere, it feels all too easy to just return to the start with this knowledge.
If you don’t mind seeing the same takedown animations and hearing the same sound effects, that is.