100% recommend, this game is a misunderstood masterpiece... but I feel like the way it was advertised is part of the misunderstanding To get down to brass tacks, yes I think you should try this game, no this isn't just a simple rhythm game but instead is a meticulously and lovingly designed MUSIC platform game... there IS difference that I'll get to soon. But just to be clear, this is one of my all time favourite games, my favourite """rhythm game""" and I don't think I've even gotten to all this game has to offer and I just perfect ranked EVERY stage. Music and Aesthetics If the equivalent of a playable saturday morning cartoon about a crazy explosive obsessed maniac bounding around wackified landscapes to a soundtrack of eccentric organ heavy rock... yea maybe you're in the wrong place, but if that is up your alley Hextech mayhem, whilst I think could've been pushed futher visually in some very pedantic and nitpicky places is a beautiful game, where the star of the show, Ziggs, is so lovingly animated with so much fun squash and stretch, I think its hard to not be charmed by this game if its even minorly appealing to you. I also think that despite the consistent sound and use of leitmotifs to really highlight the ebb and flow of certain situations, it was never a dull sound that outstayed its welcome, and whilst not all the songs are ones you would listen to outside of gameplay, being specifically composed for gameplay more than other genres, its still got some delightful toe-tappers here. Gameplay talk Not only is it the only game that is about a bomb themed character that actually feels explosive without going the Bomberman panicky minefield approach, but is also the ONLY music-platformer that I've played that actually sticks the landing 100% without being either doing things to an unchanging rhythm or something as mechanically basic as geometry dash or what-have-you. But one thing that I do think hurt Hextech mayhem was how it was advertised. I understand what the devs were trying to convey with the "freestyle idea" but I feel like so many people got the impression that meant they could do what they wanted and actually freestyle, instead its in reference to hidden prompts (e.g. a cog = bomb throw, balloon = slam) to get "bonus mayhem" for the highest ranks, its addition not going off the beaten path, so a keen eye and ear, going beyond JUST the coloured prompts to really feel like you're playing every note of the song with Ziggs as your instrument is the name of the game here. The hidden prompts are what makes this game TRULY special in my eyes and I adore it as a mechanic, and the game DOES ease you into it, giving you a tutorial on what to look for a bit into the game, which is great because I DO think that perfecting every song in normal mode is THE hextech experience. Hextech mayhem one of the best charted games I've played, especially when you consider the fact that the platforming aspect DOES matter and isn't just set dressing, failing to platform is the closest thing to a fail state, putting Ziggs in an "autoplay state" where you have to gather yourself jump back in the song, something that its contemporary "MAD RAT DEAD" could've learned a thing or two from, as this approach never stops the flow even if you've messed up, its not over til its over. The other main way that the platforming matter is in getting Challenger rank, the games highest honour. If you throw a bomb and you rushed or dragged and its trajectory wasn't met to blow up bonus stuff, or you rushed and double jumped too early just missing a gear, you don't get that bonus mayhem and get that challenger rank, which really does make this game a true Music-platformer as the nuance from the platforming part is still very much there, despite it being an auto-runner, so mastery is something that really truly felt here, its more than just the music. Bosses The boss fights in this game whilst still iterative on the main gameplay, its like a different dialect of the same language. The whammer-jammer has a heft to it compared to the lightweight ziggs levels, and whilst the charting isn't trickier, theyre certainly no pushover as its the most the game will toy with time signatures and visual noise, literal flashbangs to mess you up its real fun. If I HAD to dig for a negative of sorts, is that the assets to hint towards the 'bonus mayhem' in regular stages are altered to different coloured rockets, and I could see how that may trip a couple people up, and at least with the final boss... one part the rockets were a little hard to make out initially, but its nothing crazy. Reception I wish that this game was in the conversation more, despite trailer views being high and people liking the game, it selling good from what I know, I don't hear anyone voice their love for it if there is any out there, which is really sad. I feel Riot forge was something that died way too early, but part of me wonders if the league community would be receptive to anything that isn't the MOBA, and its early death makes sure we'll never know, even if I think the idea of actually using all the excellent characters in leagues world and letting them carry their own games by hiring genre experts in the industry to make them like Choice Provisions is GREAT, because I don't care to play league but I adore character like Ziggs and Fiddlesticks. But I will say it's a little frustrating to have seen people actively not meet hextech on its own level... I think complaints about it not having rebinds or is playable on keyboard failed to acknowledge the game being made with controllers and a scheme tailored made for it in mind... I think that assumptions of what some THOUGHT game would be and then being shocked by the challenge it posed, does feel like brushing off the game because you were unwilling to give it the effort and meet it on its level because they thought wrong... ofc I think that the marketing is a bit confused in its wording and the netflix mobile port that a bunch of indies got certainly doesn't do wonders for what people THINK it is... and if its not for you its not for you and that's ok, but I think its certainly a game that you have to give the time and engage with what its trying to say with its gameplay. This game won't hand anything to you, but thats part of the magic. Somewhat missed potential I think the dlc is sensational, its testing to see how this game handles charting to songs not made for it, vocal tracks at that and its SUBLIME... which makes me miserable that riot forge is dead and this game probably wont be given the mod support that would seriously make it OSU level in my heart, I think people would go nuts charting whatever songs or making custom skins, if given the resources, this game is so perfectly built as a Music-platformer that knowing this mould will forever collect dust... brings a tear to my eye... But with everything it set out to do with its base game and dlc, it did capitalize on all its potential... gotcha didn't I :) One of the best games I've played, the best Music-rhythm-platformer out there and a game that if you sit down and engage with it and you're up to a real challenge of perfecting every song, as the story goes in this genre, no doubt you'll love it, but even if not there's so much here to like.