Selaco may legitimately be one of the best shooters to ever come out. As a complex shooter, Selaco excels in many, many aspects. I'll go through each below: GUNS: Selaco retains the gun philosophy of games like F.E.A.R. and Doom, where each weapon is extremely viable and impactful. Each gun can hold its own versus any of the enemies that the game throws at you. Due to this, you have a lot of freedom in deciding which to upgrade and primarily use throughout the game. Notably, all of the guns have additional modes of fire that can be found in addition to the list of upgrades you can already access, making all the weapons feel "fresh" in some regard. This "freshness" is elevated further through the weighty, yet flexible gunplay that Selaco touts. Shooting an enemy never ceases to feel good, even after 15+ hours; the hit feedback is simply fantastic and is exactly what I want in a shooter like this. Enemies sustain different body damage based on the type of weapon and the way it is used. Regardless, the aftermath is very messy. Painting the walls, floors, and furniture with alien blood has never been made so easy, yet addictive. ENEMIES: Selaco attempts to emulate the enemy behavior of games like F.E.A.R., where enemies are designed to adapt to the player in many different ways. Squads may retreat back and hold an area if it gives them an advantage. An enemy soldier may rush toward you while his buddy flanks around from the other side. Soldiers additionally move in and out of cover, mimicking player behavior to a good extent. The voice-lines also add a level of immersion to the game through their sheer variety and presentation. You feel like you're attacking intelligent enemies. No two scenarios will ever feel quite the same, which really adds to the replayability of the game. INTERACTIVITY: This is an aspect that honestly blew me away. I was not expecting the level of interactivity that the player has throughout the game. You can pick up, move, touch, throw, break, eat, drink, play with, etc. many assets throughout the game. I found myself intently exploring and searching through the environments thoroughly because I'd never know what I'd find. The game further encourages this exploration and interaction through its wealth of secrets (some more hidden than others) throughout. In my own playthrough, I was constantly rewarded for my thorough exploration and attention to detail. Interacting with the environment was surely a high point of the game. As a side note, many of the game's assets are fully destructible. This gives combat additional weight, as you'll find yourself shooting through office spaces, restaurants, and the like with furniture and such getting destroyed left and right. Enabling permanent "aftermath" in the settings further enhances the impact and immersion. LEVEL DESIGN: Selaco has excellent level design. The levels are notably expansive and diverse, with, often, many routes to venture through. You'll run through offices, stores, military bases, streets and many other environments; each area felt fun to navigate and explore. You may, understandably, feel lost at certain points in the game's many structures, but the map that you are provided with quickly dissuades these feelings and solves the problem. I had a rather smooth experience navigating through each of the levels, with only minimal reference to the map. Some reviewers claim that it's much too easy to get lost . . . to which I say, "use your brain, buddy." Traversal through each section felt natural, with some back-tracking that felt reasonable and realistic. ART: Selaco has an art-style that some people will love, and others, not so much. In my opinion, the art is fantastic. The game, having been built with the original Doom's engine, looks and feels like a modern upgrade to Doom whilst having kept the core of the presentation the same. Assets are obviously not intended to look "hyper-realistic," but they still all have a high level of detail. The detail does not have dips in quality either; the developers did a great job of ensuring that everything looks good. MUSIC: Gosh, the music is just fantastic. Not a single bad tune in here. High-energy, electronic tracks make a chaotic gunfight extremely satisfying, while more chill tracks enhance the exploration experience of the game. I spent quite a chunk of time just relaxing to the atmospheric music and playing Burger Flipper (you'll understand once you discover it in-game). SOUND DESIGN: Gun sounds are impactful, player/enemy footsteps and movements sound good, asset destruction sounds and feels satisfying, and the ambient noises do a great job of making you feel like you're in the presented environment. The overall sound design is high quality. LORE: Selaco makes excellent use of its data-log system to provide information about the world, as well as various character interactions throughout. You'll find information about your weapons, enemies, locations, and more in your data-pad, which you can access whenever you want. Sometimes, an important pass-code will be hidden in a data-log that you find on the ground, which will unlock a room that gets you an upgrade or other reward. All of these tidbits of information are presented through excerpts that fit the world of Selaco. There's some humor in here, as well as tragedy. Though I'm not typically a fan of far-future settings, Selaco honestly felt rather grounded to reality (as much as it could be, I suppose), despite taking place in the year 2255. The level of technology present in the game felt rather fitting without delving too deep into sci-fi territory, which I was happy to see. As of this review, only Chapter 1 of 3 has been released, so I hope to see the story continue to be fleshed out. POLISH: This category serves as a "catch-all" for all of the miscellaneous, great things I have to say about Selaco. Everything looks, sounds and feels like a high-quality experience. The secrets are numerous and interesting. The quality-of-life is perfect; they really make you feel like they thought of everything. The UI of the game is great; it gives me all the information that I want to see without bloating the screen or being ugly. Navigating the menus and the data-pad is also extremely easy and satisfying. Additionally, there is a wealth of settings that you can fine-tune to create the experience that you want. I 100% recommend looking through the settings menu before starting a playthrough. The game also gives you five main difficulties that you can further tune into your intended experience. Completing the game once will give you even more settings to mess with. This studio is extremely competent, and I trust that they will continue to polish the game even further. OTHER NOTES: While this game is labeled as a "boomer-shooter" on the Steam store, Selaco falls more into a middle-ground between immersive sim and boomer-shooter. You're not going to be shooting enemies constantly. There is sometimes a decent chunk of time between enemy encounters, which is further extended through thorough exploration of the levels. I don't consider this a flaw, however. Selaco separates itself from arena-shooters and boomer-shooters by putting more of a focus on methodically introducing you to the world. Enemy encounters make sense and are specifically positioned through the levels in a realistic way. FINAL THOUGHTS: It's astounding to me that this game is going to have three, full chapters. At the time of this review, only Chapter 1 is out and the game still feels pretty complete. I paid 12 dollars for this game, but I'd still buy this game for its current early-access content for 25 dollars. Everything here is fantastic. You're getting a high-quality experience with immense replayability and a dedicated dev team that knows what they're doing. If you're a fan of games like F.E.A.R., Half-Life, Doom, Crysis, and the like, you'll most likely enjoy this game. Thank you for reading!