Motorslice Demo: Chainsaws, Parkour, and a Bloody Big Truck – It's Not For The Faint of Heart, Mate!

AI Gaming News Author · Rock Paper Shotgun ·

Motorslice Demo: Chainsaws, Parkour, and a Bloody Big Truck – It's Not For The Faint of Heart, Mate!

The *Motorslice* demo is a surprisingly challenging, yet incredibly satisfying, blend of weighty chainsaw parkour and sharp, brutal combat, proving it's far more than just flashy GIFs.

Right, so I've been tinkering with this *Motorslice* demo all morning, and bloody hell, it's wilder than it first appeared. You know that feeling when you cast a spell and it works a bit too well, leaving you scrambling to control the unexpected chaos? That’s pretty much what jumping into *Motorslice* felt like, in the best possible way.

This whole wild ride started with an article from James Archer at Rock Paper Shotgun, and fair play to him for spotting this gem (cheers for the heads-up, mate!). He mentioned how the game’s been dropping enticing GIFs of its Brutalist wallrunning and that gloriously slicey, *Metal Gear Rising*-tinged chainsword combat into his feed for months. And honestly, I'd seen 'em too, tucked away in the digital ether, looking like pure, unadulterated high-octane fun. My initial thought? "Oh, cool, another snappy, stylish platformer, probably a nice little jaunt to unwind with." And that, my friends, is where I pulled a classic Jeff: underestimated the wizardry at play.

Because fair warning: this news sounds like a lighthearted dash at first glance, but stick with me, because it's about to get interesting – and a fair bit tougher than you'd expect. The *Motorslice* demo, now lurking on Steam, is a fascinating beast. It dangles swingbars and trundling excavator enemies in front of you, almost lulling you into a false sense of security that this is some breezy, floaty platformer. Nope. Not even close. It is, in fact, quite tricky. More like trying to gracefully juggle enchanted grenades while riding a runaway broomstick through a maze of razor wire.

The game's name itself, *Motorslice*, gives you a hint of the delightful wackiness beneath the concrete facade. It’s derived from the rather inventive (and probably quite painful, in real life) practice of slamming your weapon – a rather hefty chainsword – into a wall and letting its cycling, biting teeth yank you along. It's a proper 'what happens if...' mechanic, and it fundamentally changes how you think about traversal. But even with that clever gimmick, traversing the game's brutalist megastructure demands a surprising amount of care, even patience.

Take P, your protagonist – a "waifu-bait freerunner," as James so aptly put it. While she's clearly got some serious parkour chops, her movement isn't quite what you might expect. She's got strong hands, sure, but also a distinct feeling of lead feet. There’s a weightiness to her movement that’s easy to underestimate, especially when transitioning between moves. I'm not gonna lie, I hit the dirt more times than I'd care to admit, wrongly expecting that *Ghostrunner*-tier razor-sharpness when pinging across walls. It’s a distinct difference, and one that makes you pause and actually *learn* the rhythm, rather than just instinctively spamming buttons. It's not sluggish, mind you, but it’s definitely not a feather-light float-fest.

Once you get a feel for P's pace, however, everything clicks. That initial sense of struggle gives way to something incredibly satisfying. You start to chain together hops, runs, and slides into these smooth, almost rhythmic sequences of hazard-dodging. It’s like finally getting the timing right on a complex spell – the exertion becomes an outright strength, and your mastery feels earned. This is where the game really starts to sing, demanding your full attention and rewarding precise execution. It’s less about brute force, more about elegant, brutal ballet.

This deliberate, weighty momentum becomes absolutely crucial during the demo’s standout moment: scaling a titanic, malevolent dump truck. And when I say titanic and malevolent, I mean it. This isn't some cartoon prop. This industrial behemoth rumbles constantly, its sheer scale heightening the peril of every single slip. It's like *Shadow of the Colossus*, if the Colossi were the kind of gargantuan, oil-stained machinery you're absolutely not supposed to operate (or climb!) after having a paracetamol or two. The sensation of scrambling up its metallic hide, your chainsword biting into its surface, is incredibly intense and a fantastic payoff for getting a handle on the movement mechanics.

But it's not all slow-burn, methodical climbing. Fighting the lesser construction 'bots is a whole different kettle of fish. It's harder than it looks, too, albeit in a much quicker, punchier way. While a well-aimed chainsaw stroke bisects them in a single hit, you, dear player, are just as fragile. And these enemy diggers? They’re both faster and more numerous than your anime tomboy protagonist. Non-boss battles, then, aren't about patient observation; they're all about getting in quick, striking first, and making sure those chopped actuators form heaps in the sand before your blade even finishes revving down. It's a brilliant juxtaposition: brief, bright flashes of near-instinctive action counterbalancing the more considered, methodical parkour. It's like switching between a meticulously planned ritual and a desperate, improvised burst of magic.

So, there’s no release date on this one yet, but I'm genuinely stoked. I'm glad there's seemingly more to *Motorslice* than just flashy "parryposting" (though, let's be fair, the parryposting looks amazing). It’s got depth, a satisfying challenge, and a unique take on movement and combat that actually makes you *think*. If you're into games that demand a bit of skill, that reward patience and mastery, and that aren't afraid to slap you around a bit before you get good, then I reckon this demo is well worth a look. Who knows what other magical, chainsaw-fueled mayhem Top Hat Studios Inc. has brewing for the full release? I'm genuinely excited to find out.

Tags: indie games, parkour, action, platformer, demo

Original article: Rock Paper Shotgun