A Deep Dive on Threat Evaluation in Immortal Redneck
Sometimes when I play a game, one aspect or mechanic from the game will stand out to me so much, that it can’t help but play around in my head. As I approach the 30 hour mark in first-rogue-person-shooter-like Immortal Redneck, I find myself thinking a lot about ‘threat evaluation’ in games. And if you couldn’t guess, this is because Immortal Redneck does this very well.
To clarify, ‘threat evaluation’ is when the player processes information provided by the game, and then uses that information to inform their course of action in order to maximise their chances of survival or success. If you’ve ever made a concerted effort to kill a specific enemy in a group of enemies, that has been a result of your own ‘threat evaluation’ of that situation.
For even more context, Immortal Redneck is a roguelike first-person shooter with a focus on high mobility. You play as a redneck who has found himself mummified, and must ascend randomly generated pyramids, dispensing enemies as you go. Imagine if The Binding of Isaac and Quake had a horrible, screaming baby and you’re pretty close.
Now the classic thing about roguelikes is that you’re expected to die and use the skills and abilities you’ve gained in each playthrough to get further into the game each time. You slowly get further each run by improving not only within the game, but improving as a player of the game. Immortal Redneck has a classic skill tree, but the primary way you stay alive longer is getting better at threat recognition.
As I mentioned before, threat evaluation is carried out when the player processes information provided by the game, and Immortal Redneck provides this information through excellent enemy design, visual and audio cues.
There are a number of different types of enemies, but a bunch of them fall into the following categories:
Melee enemies
Turret/stationary enemies
Flying shooting bastards
Flying ramming bastards
Summoners
Each type of enemy has their own unique ways of communicating their presence to the player, in order to help you understand what threats you should be aware of. Some enemies pose much more of a threat to your life total than others, so knowing which targets you should prioritise in order to limit the amount of time you have to spend with them attacking you is key.
As you can probably guess from my list, flying enemies are quite high on my threat priority list. Knowing exactly where flying enemies are, what type they are and how to dodge their attacks are key to surviving in Immortal Redneck, and without proper cues, would easily become frustrating. The fact that I never once found this game frustrating is testament to each death being perfect telegraphed by the game, and therefore my fault.
For my first example, I’ll use the melee enemies - which are some of the most common in the game. These enemies will usually make a bee-line for you if you’re somewhere they can reach, and will constantly be trying to hunt you down. These enemies tend to come in two flavours - big and slow and fast and small.
Both of these enemies types signal their presence visually, with their bright colours contrasting with the more muted colours of the environments. Also, the smaller enemies always approach you in multiples, making it easier to spot them as they move as a group. As they can only attack you once they get in range, the key thing with these enemies is being aware of them, and keeping your distance. As long as you keep moving, you’ll be fine - which is why they communicate their presence visually. The moment you can see them, is when you need to factor them into your survival.
What you can’t see, can’t hurt you!
As you could probably guess from my enemy list, flying enemies in Immortal Redneck tend to be the ones that kill me the most. By having the most dangerous enemies fly in the air, this naturally makes them easier to spot whenever you enter a room.
This makes it easy for players to perform threat evaluation, as you can scan the air and make a mental note of the enemies you see, and which ones need to be taken out first. Enemies that fire from you in the air are visually distinct from those who ram you, enabling you to quickly distinguish them from each other.
When you encounter flying enemies who attack you from range, the best tactic is to put parts of the level geometry between you and that enemy, reducing the number of attacks you need to worry about. When it comes to the flying enemies to ram you, you need to take the completely opposite approach - keeping them in your sights is key to making sure they don’t ambush you around corners. You can see why it’s so important to be able to quickly tell the difference now, right?
A large number of enemies attack you with ranged attacks, and either stay still or move slightly while trying to aim at you. These turret style enemies always have some kind of bright, charging phase before they fire their attack (which also glows brightly).
You also have enemies who track you with glowing, sniper-style red lasers, which pause and change colour to yellow just before firing. This colour change is another way the game signals incoming attacks so you know exactly when you can move slowly and when you really need to sprint out of the situation you’re in.
Once again, the game is conveying key information (you’re about to be attacked) to the player in a way that can quickly be understood at a simple glance.
The flying enemies who fire at you I mentioned before also do this, helping you to understand when it is necessary to move and when you can take the time to aim your shots properly without the risk of damage.
Something I didn’t really notice until I started writing this blog was just how shiny Immortal Redneck is, but it makes perfect sense when you consider everything I’ve talked about so far.
For example, in the screenshot above there is a flying ramming bastard around the corner who glows bright purple. Due to the first-person perspective of the game, I obviously can’t see this enemy as it lurks around the corner. However, thanks to the shiny walls reflecting the bright glow of the enemy, I can anticipate it being there and make sure I take the corner wide enough to avoid damage. Talk about threat evaluation in action!
And finally, there are a range of audio cues that the game uses to signal different attacks and enemies. The most obvious example is a spinning melee enemy who makes a constant ‘wooshing’ sound as they traverse the map. A number of enemies also telegraph their ranged attacks with audio cues, meaning you can maintain awareness of them even when they are outside of your field of view.
Also, the frog enemies ribbit a lot. It’s pretty great.
Hopefully my rambling about threat evaluation has provided you some insight into what it looks like when a game does it well. If it has also encouraged you to look into Immortal Redneck, I’m happy to confirm that the rest of the game is also great!








