Thanks for all the support on these giant videos. It’s always scary uploading a very long video but boy is it fun for me. So this has been a treat to see how many of you have been enjoying them as well.
Loving it so far, can't wait for act 6 & 7. Small tip for the "spiders" (malicious faces), they have a large explosion resistance and punching your shotgun shells counts as an explosion
Ultrakill has been one of my favorite games for a while now, and it is *so* exciting to see you play! Hope to see later layers, and maybe even the prime sanctums!
If no one has said it already, i hope after finishing layer 7 you go back and check out the earlier levels again. on each layer one of the levels has a secret exit that leads to a new secret level for that layer.
Hey man, you could maybe try throwing many coins at the same time. I think it will make it much easier to hit one of them and more satisfying to do so too!
exactly, people shouldn't push for something crazy, appreciate that he's even playing the game and let him play at his own speed. The game is overwhelmingly fast-paced a lot of the time and there are a lot of unique mechanics to wrap your head around. But that's also the beauty of the game, that while there are super advanced things to get involved in, you can get past with basic things, take your time. Games are for fun and too many people miss that point.
My dad, who only really cares about the story more than the gameplay, also agrees that mayo's take was absolute dogshit. I tell him about the cool weapon interactions and he thought it was dumb when I told him about mayo thinking the game was bad because he literally only used one weapon through over half of the game.
I think this is great, I've never seen harmless gameplay before, and it that allows him to play through the game at his own pace, then great. That's what videogames difficulties are all about
Yeah, while I really like seeing people flying around and doing crazy shit, reactions to stuff like the 1-2 twist, the 4-4 piramid slide, or just about any track feels just as fun
funny thing is i started off lenient first to get used to some of the mechanics, turns out i adapt too quickly so i tried out violent.... i only restarted 4 times fighting gabriel as a result of me quickly learning the timing. Now i did a sub 50 against him
I really like that Hakita made the game very accessible, games like these usually hard focus on being absurdly challenging, but he considered every player and not only made very different difficulties but also made a whole accessibility setting
4:14 I NEVER would have thought to use the push-back from the Virtue's beam to reach that secret! I just wall jumped and dashed a bunch. God I love games that let different players achieve the same goal in different ways
Something that I've noticed about your playthrough in comparison to others is that you actually notice a lot of the environmental details and setpieces like Mino's corpse throughout Lust or the Eiffel Tower (and giant elevator) in Greed. A lot of people just zoom past that kinda stuff which is perfectly reasonable with this being a fast-paced shooter, but it's nice to see someone actually slow down and appreciate the environment and worldbuilding. Also, straight up saying "No." to the people telling you to play at a higher difficulty is insanely respectable.
The most important part of coins is trying to remember Dont Overthink It. The coins inherit almost all of your momentum and follow a perfect arc, this means whether you're moving horizontally or standing still, you nearly always have to flick your mouse upwards the exact same amount at the exact same time. It takes a while to learn, but viewing it from that perspective can improve the learning speed.
basically just always flick your mouse up slightly really quickly and you'll almost always hit the coin however learning to do only that isn't good either and it's also good to get a bit higher in the air, toss a coin, and learn the slightly later timing to get the double coin split
On the talk about games being accessible and thats what easier difficulties are for, I think the ULTRAKILL player base is just an unusually obsessive one. A lot of the game centers around being cool, flashy, efficient and when they see someone that isn't extremely optimized in their gameplay they claim that you are playing it wrong because hypothetically you are missing the best part of the game. Problem with that is that it's a completely subjective experience. Some people love Ultrakill for that flashiness and epic combos and quick movements but someone can still enjoy the game a ton just playing it like other boomer shooters at a leisurely pace. The violence and gamer-ness is a huge part of what Ultrakill goes for but it clearly isn't pushed on you with the existence of easy difficulties.
I think the reason a lot of ultrakill players love the coins is a) it feels really cool when you get a ton of practice with it, and b) the coins follow a consistent, predictable arc based on how you’re moving, so c) if you are at higher difficulties/in more chaotic modes, it can ACTUALLY be easier to hit the coins as you move around like a crazy person than trying to aim at enemies xD also d) it combos with other weapons in some of the cooler weapon interactions in the game; which requires a TON of practice but can be super rewarding if you choose to learn them! But as always: play the way that is fun for you; if you are enjoying other playstyles more and still progressing, then that is the correct way to play for you!
Hitting coin is really easy. Just don't change your motion direction, throw coin, flick mouse a bit upwards, and shoot it in one smooth fast motion. It's a lot easier than aiming.
@@blinded6502 well yes, this is my point. Marco isn’t at that stage, the target is still smaller than any enemy in the game; just because it’s easy in theory doesn’t mean it doesn’t require practice, and might not be a skill that a newcomer wants to start off with. That’s all!
I'm glad you are just enjoying the game. Don't matter which difficulty, skill level and etc - we are here for the in-depth analysis, your emotions and just to have fun. Thank you!
Challenge in games is an interesting conversation. Like, difficult games get some specific kind of social status through being challenges, which is then offloaded to those who complete it - not in some overblown way, but just as in "oh you're good at videogames" There are those who just go for that aspect of it, and i think games are intensely frustrating for them. For me, however, the challenge is the fun. I love every detail of this game, and all the little aesthetic touches and i appreciate calm chill games too, but nothing replaces the kinda fun i get from beating something that took me hours to overcome, practicing new strategies, or analyzing my own gameplay. I think ultrakill is truly kind of incredible for succeeding on both of these wavelengths, and it's part of what makes the game charming for both groups
it's literally what you would __not__ expect from an ULTRAKILL gameplay, it's so unique and refreshing after watching-and playing-like a kid on 2kg of sugar.
Oh my god. After 100 hours of playing Ultrakill, I never knew, that if you place a magnet on Leviathan, it will get striked by lightning. And I never expected to see this, not from some 1000+ hours Ultrakill pro-master, who already had beat the game blindfolded - but from Marco, who fights Leviathan first time. It doesn't matter how long you play this game - there's always something new to find) Sorry for my bad english :ь
I've always found it funny when people recommend coin revolver, the player always finds the red ricochet more fun. But it does not diminish the fact that the meaning of the coin has not reached you (it can be shot wherever, it will find a victim on its own)
Very quick and easy tips/things to know about weapons (if you care to know): -On tougher enemies / bosses you can parry yellow flashes, blue flashes are unparriable (on ferryman you kept punching the blues) -The cyan slower projectiles from enemies can also be parried -Spinny red pistol can blow up projectiles you shoot the ricochet at -The blue nailgun's alternate fire shoots a magnet spike and your nails will magnetize to it, if you shoot a tougher enemy with it you essentially get soft aimbot -The stone spiders die from shotguns fast but not as fast if you keep shotgun parrying them since they're more resistant to explosions -The stalkers (bomb guys) explode and make enemies sanded, sanded enemies don't bleed so you can't heal from them -Railcannon has the highest burst damage in the game, always use it on tougher enemies whenever it's up Near the end you pretty much figured some of these out but I just wanted to let you know since you were wondering a while throughout this video
@@dhans2881 well he has 200 hp from harmless and parries fairly frequently lol. Just for a scenario where everything is sanded and he doesn't understand why he didn't heal
I have been playing this game for like a year, I am about to P-rank the entire Act II and I just learned that Malicious faces are resistant to explosions and normal shotgun shots are faster. Not that it matters when you instakill them with a parry but damn, I learn new things about this game all the time
I'm glad you're enjoying the game even if some people are quite vocal about it not being normal lol. Being on harmless lets you take in the sights of the level and also let you give your musical analysis which is always a pleasure to hear. You always say something that let's me see music in a whole different light and I really enjoy your content!
Ultrakill’s made to be fun, and it’s great to see you having fun with it. Accessibility options exist to make such great experiences like this accessible, and it’s a nice change of pace to see somebody taking it slow. Minor word of advice, punching your shotgun blasts makes them do explosions, which is good in general but certain enemies will take reduced explosion damage, so sometimes it’s better to just do the shotgun without the punch. I enjoy the content, glad this is going well
@@javyz6197 I'm aware, but he sometimes does it to enemies like Malicious Face that are immune to explosions, and my intent is more that it isn't always the right choice rather than telling him it exists
The best part about gaming in general is that you can play them how YOU want to play. Some enjoy a challenge, Some enjoy the experience, Some enjoy getting as good at the game as possible. at the end of the day, were all playing the same games and at a baseline, enjoying the same thing, difficulty doesn't matter, what matters is you're having fun, and were having fun watching
To think all of this started for some music, this is a proof that videogames became a great art expression several years ago and artist and art experts are realising that
Hi @MarcoMeatball here a subscriber who would love to have a talk about music born by videogames and musicians inspired by videogames and other popular culture entertainment sources, i love the work you have been doing despite being a relatively new subscriber, but i want to live by and for the music
Love this video, 10/10 The Ultrakill community is notorious for saying spoilers and telling you how to play. Sadly most of the spoilers don’t understand how to advise you to play a certain way without spoiling it, so I shall tell in a simple way what to do (in priority order): Have fun Experiment (typically leads to fun, if not then don’t bother) That’s it, everything else isn’t as important as those two.
Very excited to see you play through 6-7 since they really are the pinnacle of Hakita’s work. Also, I keep seeing this throughout both of your videos, the way you heal is by getting close to a enemy and hurting them so they can bleed. Remember! Blood is fuel, hell is full.
God damn i completely forgot that ultrakill can be played like this, after 1200 hours watching this feels like going back to a simpler time or something like that, watching someone new play is always fun Also playing on harmless and not giving a shit is based af
I saw those parry attempts on the Ferryman fight, and would just like to say: a small blue flash means that the attack is unparriable, and a small yellow flash means that it is parriable.
Love to see it! Some tips for the other variants: The Marksman (coin) can target an enemy’s weak point automatically. If you time it so that you shoot the coin exactly when it flashes, your bullet will split in two and target TWO enemies. The Sharpshooter (spinny) can ricochet off surfaces, but the main benefit for me is when you spin it and shoot a projectile with it. It explodes the projectile, dealing an extra damaging RED explosion. Annihilates the enemy that shot the projectile and everything around it. With the shotguns, if you immediately swap to the next variant after shooting, you can skip the “reload” animation and are able to shoot the next shot much faster. This is called “shotgun swap,” dealing much more DPS, and there’s videos out there to show you how it works. Demons, as they have stone skin, have a vulnerability to nails since they’re sharp objects that can shatter them. Use the magnets of the blue nailgun to help with the aim, or you can shoot a magnet and then swap to the green nailgun to unleash its massive barrage, which is also attracted by the nails. Different weapons and variants can combo and interact with each other, so there’s LOTS of utility here! As always, I enjoy seeing your Ultrakill gameplay, and be sure to check out the lore tabs in the terminals and read books when you can! The lore is expansive, and my videos can cover any lore that you may have missed.
If you haven't already, you should read the weapon info from the terminals, they mostly have lore about how the weapons work but some do talk about the war. Also, I believe you missed a book on the second level of the lust layer, on the room before the soul orb behind a breakable wall. The bosses have a terminal entry for every encounter, so you should check there even if you already read their first entry.
Totally cool to play the game on whatever level you need! Watching sentries shoot air was a little painful knowing that they track you and hitscan your skull on violent lol. Another banger video.
I love ULTRAKILL’s difficulties because they don’t change enemy HP or amount. Lower difficulties make things slower so you can have an easier time understanding things and doing badass tricks at your own pace, while the harder ones make it faster and expect you to play like a badass the whole time. And no matter what difficulty you’re on going back and getting a P rank is personally rewarding, since you still need to learn the tricks for style and play good, but that’s playing good for YOUR level. The game doesn’t lower your rank down for playing on an easier difficulty, it just gives you the rank for that difficulty. I also really like how playing on a hard difficulty also gives you the same progress on the difficulties below it, so if you find the game to be getting too hard you won’t lose any progress having to play the whole game again on an easier level when switching to an easier mode.
One thing you should definitely look at are the secret levels. There’s one for every layer, including the prelude. They arent really challenging, more that they are usually very silly.
You got the hang of punching your shotgun shells faster than I did, I only started using them regularly well after beating the game for the first time lol
There's a playlist from a game you need to check out. It's called Void Stranger. It has playlist with chronological order to soundtrack they appear in game. Should be a fun to review, especially *no refunds*.
I'm somebody who always enjoys playing games at the highest difficulty setting. I do it because that's the way I enjoy video games most. I think you're absolutely correct in saying that the developers put multiple difficulties because they intended the game to be accessible. If they didn't want people to play the game on a difficulty other than standard, then they wouldn't have made multiple difficulties. People enjoy and experience video games in different ways! I'm really happy that you're playing ultrakill and enjoying it, Marco!
Totally!!! I would never look down on someone for playing a game how they want to. Folks use this “as the devs intended” thing like it’s a fact. That’s not a fact. Unless there’s no slider. Glad you enjoy how you enjoy ❤️
It's so cool to see new people playing ultrakill, really takes me back to the times where I didn't really get much of the game's mechanics and just projectile boosted my way to victory. Thx for uploading these, it's neat to relive those memories, hope to see the rest of the game from you!
You're getting a lot better and I'm loving the series! So fun to really deep dive into and get a better understanding of music I would usually look over.
Honestly, it's so fun seeing you take your time with these games and giving us your thoughts as you go. It's also really cool seeing you connect your thoughts from your song review videos to the physical experience in game. It makes it super engaging and as a lore fiend, it's really exciting to hear it from the aspect of music. It's a rare treat!
It’s genuinely so neat to see the game played at this speed and difficulty-I’m so used to the frenetic breakneck pace that seeing this is opening up my mind, making me think ‘okay, how *would* I clear this room more optimally?’ in a way I didn’t expect. I’m glad you’re enjoying the game.
Just by playing standard, some offline practice and research, your play has improved EXPONENTIALLY, and you're also experiencing the sheer catharsis of the relentless combat instead trying to skip it now. Yes, it gets super stressful to be demanded of a task requiring unpracticed, and even more so, impractical, skill that you don't need. By Ship of Fools, it was impressive how you got so used to the combat stimuli that you didn't flinch at the epilepsy happening, you know by feel that more bullets=more safety. As much as I would like to brandish myself as a Gamer, capital G and sweaty to the T, I too have no real time to keep playing and mastering new things. Again, it is ever more gratifying to see you keep discovering new and new aspects of Ultrakill, without the overwhelming feeling of having to perform at top capacity. A truly Ultrachill experience :)
Im loving the reactions to the subtle change in the music everytime something happens. ultrakill's audio is extremely smart in ways that a base comes out of nowhere when a cerberus spawns and somethings like that. The best christan game oat
this is quite a change of pace from the usual ultrakill gameplay, i'm glad someone actually uses the lower difficulties to their advantage since your type of content is more about the observations and reviews rather than the gameplay which i find very interesting
I am the most excited than ever about the next layers 6 and 7. (Layer 8 and 9 are still in development until all of act 3 is released). I doubt youre going to do the prime sanctums, as it does recquire to p rank an entire act to access them and they are really difficult. Do whatever you want Marco its your choice and ill respect it ❤
Marco! The thing about the coin, is that it does more dmg than a normal shot, and you can also bounce the Railcannon off a coin, making it hit harder and you can even hit an enemy twice with one shot if you throw the coin behind them!
I like that you also thought of Harder Better Faster Stronger at 1:00:44. Every time I heard that track I would always think of it, so its nice that im not the only one :) Also, heres a tip if you want one. The Cerberus and Maurice (stone man and floating stone head) are very weak to the nailgun, so using that kills them much faster than the shotgun. (especially if you attach the magnets to them.) Railgun and the Pistol's Piercing shot also get the job done pretty well. Explosions dont hurt them a lot though, so try to avoid using the shotgun grenade or shotgun parry on them.
I wished i could like this video twice! Your takes on difficulty are perfect. Playing on Harmless isnt a bad thing - the only way to play a grame wrongly is when you do not enjoy it. And I am glad you decided to stick to harmless! All that matters is that you enjoy playing, not that it becomes your second job :) It's been a lot of fun seeing you play through this game and i am super happy you gave it a shot!
very happy that youre not playing the game to the communities request, the community has a HUGE issue with backseating and you playing the game the way you want to just makes me happy. keep this up and keep doing what you love
57:38 I knew you would like Deep Blue. I've tried to recomend it durring several Streans of yours, but it was always missed. Im glad you got to hear it.
At first when I watched the Act I I was enraged how slow the projectiles were and how much leeway the game gives in harmless. But then I noticed a lot of minute details that I have missed, like for instance when you shoot the spider, it bleeds from the bullet holes that the machine gun makes in that spot, which doesn't happen in other explosive guns. Great streams, probably the first guy I've seen who analyses the music in game. P.S. No need for using the coin gun, ricochet gun is really fun for beginners, you can penetrate projectiles with it causing large explosions, often instakilling the spiders. But coin gun is kinda useful in some hidden secrets, like for instance if you toss a coin to the ferryman, he will let you safe passage without needing to kill him, same for the first level in limbo where if you toss a coin in the wishing fountain, it gives you secret passage to complete the level, both are challenges in the levels. Also try unlocking the minigames secrets. They are entirely different from the base game.
I haven't spotted a comment talking about it. And you probably caught it looking back at the footage, but the guys that explode themselves on top of enemies "sandify" things so you won't be able to heal by just dealing damage to them, can't absorb blood if its all sand now. So unfortunately they are not fren : (
hey Marco, hope you're doing well. by the way, malicous faces (floating rock guys) are explosion resistant so you cannot projectile boost them. (shotgun punch)
1:14:20 blue flash means attack is unparriable but if it's yellow you need to directly punch the enemy to parry it also you need to find the door in the 3-1 and you can parry mindlayers blue projectiles (not the laser tho) and also you can "parry" the S.R.S. cannon's cannon ball which will deal more damage then just normal cannon ball shot (also you can charge the cannon balls like distance) and you can ricoshot the railcannon from the coin its more hard then just normal ricoshots since you have to switch from the marksman (revolver) to the railcannon
loving these vids, and i really agree with your stance on difficulty in games. heres some tips: almost any projectile/attack can be parried. this does indeed include melee attacks. parriable attacks are indicated by yellow sparks/flashes, while blue sparks/flashes indicate unparriable attacks. coins can be stacked, allowing you to hit multiple targets at once. aim *at* the coin to get it to hit something. HEALING IS IMPORTANT! this ranges from getting in the range of blood spilling from an enemy, to parrying an attack. hope to see more of these, its fun seeing you advance in this game and hearing your thoughts on music and games!
Regarding what you said when fighting V2, I am what people might call a masochist, since any game I play, I will sooner or later play on the hardest difficulty and will a lot of times go out of my way to make the game even harder. For me it's already fun to play a video game, but encountering a tough challenge and then overcoming is such a good feeling. But recently, when you and other youtubers started analyzing music from games I had only recently discovered, but was so invested in, I started to grow an appreciation to their music, and now to most music, regardless of genre or where it's from. And because of MatPat and a couple others, I also got invested into their stories. It might be because I'm more mature but I think you guys are also a reason for this, and I thank you.
absolutely love your decision to play the game in a way that you would actually enjoy instead of letting the ravenous horde of the ultrakill community win over you
id never even think that Marco would play UK but alas, I am very pleasantly surprised but honestly, it is a REAL treat that youre playing ultrakill, even more so that you enjoy it! it does really, I mean really make me happy :) (p.s. you should definitely try out the Prime souls *wink wink :)))
You’re fucking amazing dude, I just love watching you play man. Been checking your whole channel out man. Glad you’re playing one of my favorite games. Also screw those nerds who say anything else you get laid
Well, if and/or when you're ready to test yourself under the minoan and sisyphean sanctums, complete the challenges for every level, and P rank them. It will take the most effort that you can give, but the challenge in the end, I assure you it is absolutely worth it. That feeling of finishing the trials of the sanctums, it's so intoxicating. If you've ever played Undertale, it's like beating sans. If you've ever played hollow Knight, it's like beating Nightmare King Grimm. If you've ever played Devil May Cry, it's like beating Vergil. Ultrakill has mastered the secret final boss that only the dedicated can even gain access to, and it's absolutely impeccable. I do not care if you use guides to accomplish this, all that I ask of you, is that if you do decide to take on this challenge, that you have uncut footage, and that you do not receive any help against the forces that await you.
having played this damn game for like 200 hours, i'm still able to cackle maniacally everytime see someone discovers something new in the game and then manages to do cool shit with it, like the pboost at 8:00