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PC Games BuzzVerdict

El Paso, Elsewhere

3.7 / 5
How we rate

2023 · Third-Person Shooter / Horror · PC / Steam


El Paso, Elsewhere opens with its protagonist, James Savage, popping painkillers in a motel room while narrating his plan to descend into a reality-bending void beneath the building to stop his vampire ex-girlfriend from destroying the world. If that sentence doesn’t immediately tell you whether this game is for you, nothing else will. This is a game that wears its influences openly and uses them as a foundation for something personal, strange, and deeply felt.

The community response has been notably split along interesting lines. Players who engage primarily with narrative tend to rate this as one of the best indie games of its year. Players who engage primarily with mechanics tend to find it repetitive and overlong. Both groups are responding to the same game, which tells you something about where El Paso, Elsewhere places its emphasis.

Narration, Heartbreak, and the Void

The writing and voice acting are the game’s strongest elements by a significant margin. James Savage’s narration is delivered with a weary intensity that sells the absurd premise completely. His internal monologue about Draculae, his vampire ex, shifts between genuine menace and raw heartbreak in ways that feel authentic rather than tonal whiplash. The game understands that fighting your way through a supernatural apocalypse to confront someone you once loved is simultaneously terrifying and pathetic, and it holds both truths without flinching.

The relationship between James and Draculae is the emotional core, and the game earns its weight through careful writing rather than exposition dumps. Details emerge through narration, environmental storytelling, and brief flashback sequences that trust the player to assemble the full picture over time. By the time you reach the final confrontation, you understand both characters well enough for the ending to carry genuine emotional impact. This is harder to achieve than it looks, and most games with similar ambitions don’t pull it off this cleanly.

The lo-fi visual style works as an intentional choice rather than a budget limitation. Blocky environments, simple textures, and stylized character models create an aesthetic that evokes PS1-era shooters while the surreal void settings push into deeply unsettling territory. Reality warps as you descend deeper, with familiar spaces like diners, apartments, and churches fragmenting into impossible geometries. The contrast between mundane locations and supernatural distortion creates effective horror without relying on jump scares or gore.

The soundtrack blends hip-hop, ambient electronics, and spoken word in ways that reinforce the game’s unique tonal identity. Music choices are consistently surprising and consistently effective, underscoring emotional beats in the narration while providing energy during combat encounters. The whole audio package, voice acting, music, and sound design, pulls together in service of mood in a way that smaller studios rarely achieve.

Fifty Floors of Similar Rooms

The combat that connects these narrative moments is where opinions diverge. The Max Payne-inspired bullet time diving and dual-wielding guns is satisfying for the first several levels. Slowing time, leaping sideways, and clearing a room of werewolves and ghouls feels appropriately cinematic. But the game has roughly fifty levels, and the combat mechanics don’t evolve enough to sustain that count.

Enemy variety is thin. You’ll face the same handful of creature types throughout the entire descent, and while new variants appear occasionally, they don’t fundamentally change your approach. The same dive-and-shoot rhythm that works in level five works in level forty-five. Some players enjoy the meditative quality of this repetition, finding it mirrors the protagonist’s increasingly desperate descent. Others find it tedious, and both responses are reasonable.

Level layouts repeat with variations that don’t always register. The procedural-feeling room configurations mean you’ll frequently encounter spaces that feel functionally identical to ones you cleared ten floors ago. The surreal distortions of the void add visual interest, but the gameplay within these spaces follows the same patterns. Rescue missions, where you find and extract civilians trapped in the void, provide occasional structural variety but don’t change the fundamental flow.

The game’s length works against it in ways the developer may not have intended. At roughly ten to twelve hours, El Paso, Elsewhere is long for an indie shooter, and the narrative payoff, while excellent, probably didn’t need fifty levels of combat to reach. A tighter experience of twenty to thirty levels would have preserved the combat’s appeal while maintaining the narrative’s pacing. Several players report that the middle third of the game tests their patience in ways the opening and closing acts don’t.

The Personal Apocalypse

What makes El Paso, Elsewhere resonate with its audience is that the apocalyptic premise is really just a framework for a story about a bad breakup. The void, the monsters, the reality-warping descent: they’re all metaphors that work because the game treats them with complete sincerity. James isn’t fighting through hell as a power fantasy. He’s fighting through hell because the alternative is sitting in that motel room, and the game makes clear that sitting in the motel room is the more terrifying option.

This emotional honesty is what separates El Paso, Elsewhere from the games it references. It has the bullet time and the narration and the painkillers, but it uses those elements to tell a story about addiction, dependency, and the terrifying work of confronting someone who hurt you. The game doesn’t apologize for being a lot, and the players who connect with it tend to connect deeply.

Should You Play El Paso, Elsewhere?

If you value narrative and atmosphere in your games, El Paso, Elsewhere is a strong recommendation. The writing is outstanding, the voice acting sells every word, and the emotional journey from motel room to the bottom of the void is one of the most memorable in recent indie gaming. Players who loved Max Payne’s narrative style will find a worthy successor here.

If you need mechanical depth and variety to stay engaged through a ten-hour game, the combat will wear thin long before the credits. The shooting is fine but never more than fine, and the level design doesn’t compensate with enough variety. Consider pushing through on a lower difficulty to experience the story, which is the real draw.

The Verdict on El Paso, Elsewhere

El Paso, Elsewhere is a game with a ten-out-of-ten story trapped inside a six-out-of-ten shooter. The narration, the relationship at its center, and the emotional honesty of its supernatural premise deserve to be experienced. The fifty floors of similar combat that deliver that story test your commitment to the journey. For players willing to push through the repetition, the destination is worth it. James Savage’s descent into the void is unforgettable, even when the gameplay along the way sometimes isn’t.