Have you ever seen an old cartoon where a fight breaks out 
and the brawlers turn into a cloud of punches that flips tables and 
breaks everything it touches? Bloodroots,
 a breakneck action-puzzle game from Quebec developer Paper Cult, lives 
inside that cloud. A short, speedy tale of mayhem and revenge, 
Bloodroots dares you stab, bludgeon, squash, and otherwise murder dozens
 of thugs with the ruthless efficiency of the Wild West’s greatest 
outlaw and the zany gusto of Bugs Bunny trolling Yosemite Sam. Whether 
you do this for the sake of its well-written story and/or the thrill of a
 score chase, Bloodroots can be stylish, graceful (once you know what 
you’re doing), and surprisingly easy to pick up despite demanding a 
tremendous attention to detail. In its pre-release state, however, its 
most elating moments are easily and frequently disrupted by technical 
issues, keeping you from really hitting your stride as often as you 
should.
Bloodroots puts you on the warpath with the Wild
 West outlaw Mr. Wolf, who’s out for revenge against his gang, the Blood
 Beasts. The Beasts, who all wear animal skins and go by Reservoir 
Dogs-style code names like Mr. Boar and Mrs. Crow, betray and nearly 
kill him after murdering an entire town in the name of their new leader,
 Mr. Black Wolf. From the moment he recovers from his attempted 
assassination, Mr. Wolf has one goal: to kill his former gang and anyone
 who gets between them.
The story, though simple and predictable, is made 
compelling through strong dialogue that forges complex characters. 
Though Mr. Wolf rarely speaks, you learn a lot about him; his story and 
the history of the gang are told in carefully constructed interactive 
flashbacks and through his encounters with the Beasts. You don’t spend 
too much story time with any one character--this is an action game and 
the gameplay comes first--but in tracking down each former partner, you 
come to understand and savor your time with them. Everyone, and I mean 
everyone, in Bloodroots is a bad guy, but you come to see that every 
character has their own perspective on how the gang rose and fell. In 
hearing about Mr. Wolf’s past from the Beasts, in their own unique 
voices, you not only understand the situation better, but come to 
understand that there’s more in their lives than a single act of 
vengeance. That isn’t to say you won’t have reservations about your 
mission--they’re bad guys through and through--but you understand why 
they made their choices, which makes your hunt more satisfying.
That
 hunt is really more like a series of wild bloodbaths. Each of the 
Bloodthirsty Beasts has their own gang now, with camps and forts full of
 henchmen. These henchmen are easily dispatched: Often a single blow 
with a weapon or even a punch will do, but there are a lot of them and 
Mr. Wolf is just as fragile, so you need to work fast and keep moving, 
otherwise they’ll take you down. Each challenge in Bloodroots boils down
 to an improvisational whirlwind of violence. You run around each arena,
 grabbing whatever you weapons you can find that will give you an edge 
over the opposition, and clear it out as fast as you can.
While
 there’s nuance to the story, Bloodroots is, at its heart, a challenge 
meant to be mastered. You build up a score multiplier for killing 
enemies in rapid succession, pushing you to prioritize speed and 
efficiency. Each level--which strings together a set of challenge 
rooms--ends with speed and high-score leaderboards, encouraging you to 
retry levels in the hopes of improving even further.
Whether
 you make a precise plan or simply go with the flow, the key to 
navigating each arena revolves around finding a path from one weapon to 
another. Most weapons break after anywhere from one to three kills, so 
you are constantly swapping out one for another, and finding a path from
 the most effective weapon to the next is just as important as finding a
 quick path between kills.
Luckily, every level is 
littered with killing tools. Nearly every benign object, from a fence 
post to a giant fish, can be a weapon. You can jump on rolling objects 
like wagons and barrels, both conventional and red explosive, to 
bulldoze your enemies until you crash. There are conventional, Wild 
West-style weapons like hatchets, knives, and pistols scattered 
about--plus unconventional weapons like golden spears, flamethrowers, 
land mines, snowballs, and cannons that shoot you up in the air so you 
can fall back to earth and clear out an area like a human mortar shell. 
The feeling of flying, bouncing, dashing, and jumping from one weapon to
 the next creates a wild, fly-by-the-seat-of-your-pants energy.








To
 really master Bloodroots, you need to not only recognize each weapon on
 sight, but have an intimate understanding of what they do. Every weapon
 works a little differently; the axe is simply a quick strike, while the
 cavalry sword is actually a short dash attack. Some weapons also give 
you traversal options: Long weapons like ladders and fishing rods, for 
example, let you pole vault to a higher area by pressing jump. There’s a
 fair amount of overlap, especially among “families” of weapons--swords,
 axes, etc.--but each one moves a little differently, lasts a different 
number of strikes, or swings at a different speed. There are no bad 
choices, so moving from weapon to the next is always thrilling. Every 
new weapon creates a slightly different situation and a new point of 
view, and the constant changes make each moment feel like you’re 
teetering on the edge of control... in a good way.
Though
 killing quickly is key, there’s a fair amount of platforming involved 
as well. Many of the levels are multi-layered, with gaps to hop and pits
 for you to fall into. Since many weapons also give you extra movement 
options, choosing the right weapon for the next few seconds may have as 
much to do with reaching an enemy as it does killing them. To be 
efficient, you need to grab and use a series of weapons in an order that
 lets you make progress without hoarding or backtracking. At the same 
time, there’s very rarely a time when you’ll be limited to a single 
tool, so it’s always easy to try a new approach. There are also 
occasionally literal rewards--useful weapons hiding in out of the way 
places. Playing around with different paths through each space can be 
just as fun as going for a high score or fast time.
The 
levels also benefit from a camera that’s primed to maximize the impact 
of your killing choreography. The majority of the challenge areas are 
shown from an isometric perspective, with the camera panning in or out 
in spots to show you more or less of your surroundings. Sometimes that 
means getting up close so a specific path fills the screen; other times 
the camera moves out to show the wider scope of an area, which may help 
you see the chaos you create more completely. From time to time, you get
 something a little more playful--one early room shifts to a top-down 
perspective as an homage to Bloodroots’ design ancestor, Hotline Miami. 
The camera always seems to shift with intention and helps you get the 
most out of the chaos you create.
You’d think it would 
be very difficult to get a handle on dozens of different weapons and how
 they work, but moving from one to next starts to feel like second 
nature very quickly. It helps that every level in the game from start to
 finish introduces new weapons, often one or two at a time, so you’re 
learning at a steady, digestible pace. And as you learn their quirks, 
paths through the levels start to form in your mind. When everything 
starts clicking, planning and improvisation almost feel like the same 
thing.
Every new weapon creates a slightly different situation and a new point of view, and the constant changes make each moment feel like you’re teetering on the edge of control... in a good way.
Of course, you’ll only get to 
that point after dying many, many times. Bloodroots is very difficult. 
It’s one touch and you’re dead, so a single mistake will kill a run more
 often than not. Luckily, Bloodroots is saved by the fact that it resets
 almost instantaneously. It is almost too easy to die and immediately 
throw yourself into the fray again.
While it is easy to 
just keep playing, death can often be very frustrating in Bloodroots. 
Whether because of input lag or technical issues, it sometimes feels as 
if you’re moving faster than the game can. There were many instances 
when I pressed a button to grab a weapon only to discover that I didn’t 
pick it up and didn’t have the attack and/or movement I expected to. And
 with long-range weapons like guns and bows, you have to rely on an 
inconsistent directional auto-targeting system.
There 
are also times when Bloodroots’ penchant for cinematography can actively
 put you at a disadvantage. At times, the camera will pan out too far, 
making it hard to see where a jump will land. From time to time, the 
camera will shift to a horizontal view that appears to be a 2D plane but
 isn’t, which can cause you to take a poor angle when approaching an 
enemy and miss an attack. This game demands precision, so it can be very
 frustrating when the camera and level design add extra hurdles.
And
 yet, like so many challenging score chases, Bloodroots is still 
incredibly satisfying when you’re eventually successful. At its highest 
heights, you’ll find your way around, bouncing from weapon to weapon, 
kill to kill, to string together a perfect run. Better yet, there are so
 many ways to approach each area that, no matter how well you do, you 
can always do it better, faster, crazier. Even when playing Bloodroots 
is painful--like throw your controller so hard it bounces off the 
ground, hits you in the head, then breaks your TV painful--there’s 
always a wildly fun run within reach.





