R
eceiver2 is a shooterinwhichyourweaponsare
justasdangeroustoyouastoyourenemies.This
intricategun-handlingsimulatorsimulatesevery
componentofyourfirearmina waythat’sfarmorecomplex
thanpoint,shootandreload.It’sa wonderfulcoresystem
that’ssadlyletdownbya lackofqualityelsewhere.
YouaimandfireReceiver2’sgunsinthesamewayas
everyotherFPS,butit’swhenyou’rereloadingthatit gets
interesting.Eachstageofthereloadprocesshasitsown
uniquecontrol.Takingthestartingrevolver,youneedto
pressE toflickopentherevolvingchamber,thenpressV
tounloadthecartridges.Z loadsindividualbulletsintothe
chamber,whileR flicksthechamberbackintotherevolver.
With later weapons, such as the Colt 1911 pistol, you need
to thumb individual bullets into the magazine before sliding
it into the pistol handle, and also ensure the safety catch
is switched off before firing. There’s even a mechanic for
‘safely’ holstering your gun, which requires you to press
and hold Tab.
Whilethecontrolsmaysoundfiddlyandannoying,it’s
actuallyverysatisfyingtointeractwithyourgunatthat
level.It transformsthebasicmechanicoffiringa bulletinto
a dramatictensionengine.Youthinkyouhavea handleon
thecontrols,thenyouturna cornerandalmostwalkintoa
gunturret.Panicking,you’llpull ouryourguntooquicklyand
accidentallyshootyourselfintheleg.
Inthisway,Receiveris morea tacticalhorrorexperience
thananactiongame.Youplaya survivorofa deadly
psychologicalphenomenonknownastheMindkill,
whichessentiallyconvincespeopletokillthemselves.To
withstandit,youneedtotrainyourmindbylisteningto
cassettetapesknownas‘Receivertapes’.Collectingfive
of these tapes in any of the procedurally generated levels
means you progress to the next one. Not all the tapes are
benevolent though – some are traps laid by the Mindkill.
However, the shell around the game leaves a bad taste
in the mouth. Firstly, there are only two types of enemy
- stationary gun turrets and flying drones. Small and
unresponsive to being shot, neither are entertaining to fight.
The levels are dull too – a boxy progression of sparse tower-
block apartments and maintenance rooms.
The biggest problem, though, is that the progression
system is unbelievably punishing. When you die, you don’t
restart the level, you get thrown back to the previous level.
Given that you can die very suddenly and unexpectedly in
Receiver, the game feels monstrously unfair.
Even putting that aside, the overall experience feels more
like a prototype than a fully fledged game. The core ideas
are interesting, but Receiver 2 simply hasn’t evolved enough
from its game-jam origins.
RICK LANE
/VERDICT
A neat central
concept, but
the game
feels sorely
underdeveloped.
OVERALL SCORE
40 %
Receiver 2 / £ 13.49 inc VAT
DEVELOPER Wo lf i r e G a m e s/ PUBLISHER Wo lf i r e G a m e s
RECEIVER
+^ Neat central concept
+^ Intricate guns feel
satisfying to wield
DECEIVER
(^) - Boring enemies
-^ Boring
environments
-^ Dreadful
progression
system