The way the campaign is structured is so that there are a set number of hand-crafted levels (I’d say about 30-ish) scattered across three different zones, the normal plane, the aether plane, and the eldritch plane. Tesla vs Lovecraft offers both a campaign mode as well as an endless survival mode in which the player competes for the best score possible on the leaderboard. It just so happens that, very much like Neon Chrome, Time Recoil, JYDGE, and Crimsonland, the strength of this game relies on its gameplay mechanics, mainly the shooting itself and the mechanisms that are in place to keep the player engaged throughout the entirety of the game. From almost no story exposition to dull voice acting, I was just glad that the game only features about a handful of cutscenes. In any case, if you’re a fan of these types of games, you’re not in it for the story, the characters, or the plot, and you better not be, because in that area this game just falls flat. The game puts you on the shoes of Nikola Tesla which, after giving a public presentation about his newest invention, sees his laboratory being attacked by what looks like eldritch creatures. This time around the studio took a different approach in terms of looks and setting, instead of following their previous titles trends, by focusing on a setting that I feel doesn’t get much attention in games. Tesla vs Lovecraft is just another example that proves that 10tons Ltd really knows how to make compelling top-down twin-stick arena shooters.
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