Neon White is a curious amalgamation of Counter-Strike's thrilling surf maps, the time-trial-centric joy of Trackmania, and the anime-infused narrative of a visual novel--all sprinkled with a light dusting of Persona for good measure. It's also a first-person shooter/puzzle-platformer and one of the best games of the year. I've never played anything quite like it, despite being familiar with each of its influences. Not everything coalesces as one might hope, with the story's slow build interrupting the gameplay's rapid pace, but this does little to dampen the sheer, unadulterated glee that comes from traversing each of its 97 immaculately constructed levels.
At its most basic, Neon White is essentially a speedrunning first-person shooter. You play as the eponymous Neon White, a sinner from Hell who's given the chance to enter Heaven if he can rid it of a demon infestation. You'll glide, jump, and shoot your way through numerous celestial arenas, all with the end goal of reaching the finish line as quickly as possible--with the caveat that you also have to kill every demon along the way. Most of the levels are over in less than 30 seconds, but it's this confined sprint that proves so tantalizing. Reaching the end of a level is rarely ever difficult but the crux of Neon White lies in figuring out the best route through each one in order to shave off precious seconds and earn better medals and rewards.
To aid you in this endeavor is an inspired mechanic called Soul Cards. These finite pickups give you access to a range of weapons that can also be discarded to activate one-off abilities. The Fireball card, for example, functions like a shotgun, letting you shoot a powerful blast that's most effective at close range. If you discard it, however--losing the shotgun in the process--you can perform a directional air dash that obliterates any enemies you phase through. Other Soul Cards include long-range rifles, SMGs, and more, with their abilities giving you additional traversal and offensive options, including a double jump, ground pound, and grappling hook. You can only hold two unique Soul Cards at a time so you're never overpowered, but you can stack up to three of the same type, giving you more ammunition and multiple chances to use these secondary abilities.
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