Review swell. 3/5 · Jul 14, 2024
Anger Foot Is Weaker For Its Differences
- Anger Foot Demo (via Steam): steam://install/2008340
- Steam Store Page: https://store.steampowered.com/app/1978590/Anger_Foot/
I had a whole thing written up on Anger Foot, but it just felt didactic at a certain point. So here's this instead: When I played through the Hotline Miami's - which are the clear inspirations that Anger Foot pulls from - I never once died in a difficult level …
- Anger Foot Demo (via Steam): steam://install/2008340
- Steam Store Page: https://store.steampowered.com/app/1978590/Anger_Foot/
I had a whole thing written up on Anger Foot, but it just felt didactic at a certain point. So here's this instead: When I played through the Hotline Miami's - which are the clear inspirations that Anger Foot pulls from - I never once died in a difficult level and thought to myself, "I just can't be bothered to go again".
This was a common refrain in my Anger Foot playthrough.

Now for the drivel:
On a molecular level, way down in its DNA, Anger Foot does a lot of good things. It's art style is great, consistent, and smartly used throughout the game. It has a slimy, hooligan-punk sort of aesthetic that oozes, films, grimes, you can taste the vape juice on the air as you sprint through the apartment complexes, feel the thickness of sludge as you blast your way through the sewers.
There's some smart metagame decisions being made here with the way they change your runs with different shoes, each of which will give you a different 'ability' or, more often, changes to a how one of your core mechanics works. This this connects to the challenges of each level, of which each stage has 2 additional bonus objectives (e.g. beat a level in X seconds, beat a level with X headshots, beat a level using only your feet) and some of these challenges can only be beaten with certain shoes on.

The problems start to peek out everywhere else, unfortunately. Every path Anger Foot strays from the source material ends in a deadend. The levels are too long, too linear, too big, so when you die you feel annoyed that you have to travel so far to get back to where you are. This means that any randomness encountered feels worse instead of emergent. Enemies hit shots they didn't hit before, an explosion lands different and kills you, or doesn't kill an enemy it killed the first run. In Hotline this is all fun, random, emergent, and perhaps it only comes off that way because the levels are so concise and brief. You want to jump back in, it feeds into a "go again" mentality. But the length and layout of Anger Foot's stage design does the opposite.
And I think that is the biggest flaw here. The linear, long winding nature of the levels, means that there isn't much opportunity for expression, it means that every death is a blow to player motivation, it defeats the flow state. It took me over a week to get through a game that should have only taken a couple of evenings, because the amount of "I can't be bothered" moments I was offered up was glutonous.
At the end of the day, this is a good game and perhaps I'm only so harsh on it because I am such a big fan of the games it is inspired by. You should buy it if you want a quick, entertaining romp, that relies heavily on a strong vibe and doesn't offer much outside of the very specific track it sets the player on. My suggestion would be to check out the trailers and decide if the aesthetic is a big enough appeal and buy (or don't) based on that, as that is the game's strongest selling point.
