- Genre: First-person shooter
- Platform: PS5
- Also Available On: Windows, Xbox Series, Switch 2
Is it weird that the first game that popped into my head when playing this was Quake? This is obviously a first-person shooter, but at a glance it doesn’t really feel like it would share much in common given its black and white 1930s cartoon style. When I sat down to play that was all I kept coming back to.

The release timeline of about Doom 2 through the original Unreal was when I was first really getting into PC gaming so I have a certain fondness for FPS games that are just run and gun. You take a lot of damage, deal a lot of damage, and have to find health and armor to keep you up. It’s not about avoiding everything coming your way but instead about managing long enough to get through the current wave of enemies so you can run around the room and grab any health packs and ammo that you see. It’s not about sitting on a favorite weapon but being good enough to dump all the ammo in your current weapon and switching to whatever is next and continuing on as ammo rebuilds in the rest. That is what I get out of Mouse P.I. This game wraps that gameplay archetype in such a good package to marry the old and new.

The thing that really stuck out to me was how good the enemy archetypes were at signaling their intent. Across the lifetime of the game you end up facing several different factions of enemies but the visual language of the archetypes are consistent across the board. Every faction has its big round guy that is going to be melee and charge at you. Every faction has its broad shoulder guy that is going to be a shotgun guy. Every faction has a tall slender guy that is going to be a sniper. Every faction has the short guy that is going to run at you with a bomb. For the run and gun style, this removes so much inherent thinking. Once you have the general visual language engrained in your head, you are thinking of the mechanics of the situation instinctively rather than trying to suss out how to approach fights. The thinking becomes how you are moving in and taking advantage of shielding in the environment rather than how you are going to approach specific enemies. It allows them to absolute unload enemies at you without it feeling overbearing.
Like those older games, the environment definitely plays into the core gameplay as well. Explosive barrels in older corridor FPS games are such a mainstay of the genre, even though they fundamentally make no sense in reality. That is played up to an incredible effect here. Besides simple explosions there are other environmental effects like fire or poison. However, my absolute favorites are two that play into the comedic visual style of the game. The freeze effect (which is mirrored with a freeze gun) locks enemies in an ice state where you can run up and punch them to shatter them into a million pieces. The paint thinner effect (again, mirrored in a gun) allows you to deal damage over time that literally melts the enemies away. All of these sources of environmental damage play into the overall feel of the game. I can hit some barrels on one side of a map and effectively control and eliminate the enemies in that area while focusing my firing in an entirely different spot. It’s something that you don’t often see in a modern 1 vs many situation where the AI are for lack of a better description trying to be “smart”.

So then the final piece of the Quake puzzle is pace, and that is maybe where this diverges a little bit. Core movement is still very much in the pace of Quake. Outside of combat scenarios the search for secrets and the push to move forward is also still very much in the pace of Quake. However, combat scenarios themselves are much more arena-focused, and I think that’s a good thing. Rather than always pushing forward and expecting enemies to be around a corner and rather than enemies popping out of impossible to see closets behind you, combat is much more arena-focused. Within those arenas though, enemies are spawning in a 360 around you. There are your typical spawn closets in each arena, but they are telegraphed visually both in location and when they are opening. This changes the combat specifically from one of surprise to one of quick planning, and if you are paying enough attention between waves you can absolutely lock down all spawning enemies before they can attack, but the other side of this is because spawning is often around the entire room you can absolutely have enemies sneak up behind you quickly. It’s a change to core gameplay that feels more in line with arena-based melee action games that really adapts well to the Quake-style shooting mechanics.

This one was a real pleasant surprise. I expected something charming just based on the visual style, but I wasn’t really anticipating something that had core gameplay that I was going to vibe so well with. It’s a game that feels like a modernized take on something 30 years old and I say that as an absolute positive. It pulled me in and gave me an experience that felt completely unlike anything I’ve played recently while hitting enough of nostalgia points to feel familiar.






