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When taking a steep curve, you have to press a button and move the analog stick to grind the wall. Most of the time, you're forced to act in other ways-at an incredible rate of speed. You aren't challenged to create music in Thumper as much as you are to keep up with the obstacles it dictates what amounts to beats or notes in other games is treated differently here. Granted, that may sound like a creative way to interpret what amounts to a simple rhythm game, but just because it sounds fantastical and flowery doesn't mean it's purely imaginative. He beckons, you respond, and you pray your muscles can react fast enough beat him senseless at his own game, matching every beat he sends your way. Success is surviving long enough to meet the the boss-a disembodied flaming head with piercing eyes and spiked florets emerging from all sides. Anything short of a total bond between yourself and the track will lead to dimmed reflexes resulting in life-ending collisions. The tracks are dangerously slick and fast, and the only way to survive is to give yourself up to the beat-allow it to command your instincts to lean into sudden turns and hit markers at the right time. In one ear, the menacing sound of taiko drums bang away, while the other is fed oppressive industrial riffs and beats. Imagine for a second that you're a chrome-plated beetle participating in a life-or-death luge race set in a tangled web of undulating cables, iridescent halos, and laser beams. Thumper is like most rhythm games you've played before, but it's also a powerful, moving experience-especially in VR-that stands out as something completely different from its forebears. But those details don't tell the whole story. It's a game that runs on rails, where you have to time button presses to match a beat that grows increasingly fast and complex over time, with the primary gimmick being that it's layered with trippy visuals. The staleness of the genre was a concern going into Thumper. Despite recent efforts to revive brands like Rock Band and Amplitude, there's a general sense that we've been there and done that when it comes to rhythm games.
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