Empulse Preview: What This Movement Shooter Means for You
Empulse offers fast-paced movement shooter action, but reviewer Shane Limbaugh finds it's still finding its footing in Early Access. Here’s what he liked and what needs work.
Empulse Preview: First Impressions From the Movement Shooter Arena
Empulse is the newest movement shooter. It's trying to carve out its space in a genre filled with fast-paced giants, and it comes from 1047, the studio behind Splitgate. So it lands with a clear goal: make speed accessible. But does it deliver something worth your time, or is it just another fast runner without a finish line?
I spent time with the Early Access version and the free Steam Next Fest demo. My honest take? The game is fun, but it has some serious growing pains. Let me walk you through what works, what doesn't, and what it all means for you as a player.
What Empulse Actually Is
Empulse is a fast paced movement shooter in the vein of Titanfall, so you choose a loadout and jump straight into the action without hunting down power weapons. But don't forget the mechs that spawn periodically.
Here's the deal. The core loop is wall running, grappling, and shooting at high speed. But instead of grenades, you get paint bombs that create area of effect zones capable of speeding you up, slowing enemies down, or dealing damage. It's flexible. So you can approach fights however you want.
Movement That Anyone Can Master
The biggest win for Empulse is how easy it is to get moving. You hit max speed almost instantly. But maintaining that speed as you jump from wall to wall feels completely natural, and this is a deliberate design choice that makes the whole experience feel effortless and fluid. It's simple.

I went back to Titanfall 2 to compare. Empulse lowers the skill floor dramatically. And Titanfall 2 felt more complicated and harder to be good at, which matters because casual players run the gaming world now. That's it.
Quick question: have you ever bounced off a movement shooter because the learning curve felt like a cliff? Empulse solves that. You can be wall running backwards within minutes, not hours.
The Double Edged Sword of Accessibility
But there is a catch in the small print. That low skill floor comes with a price. The game lacks depth.
Let me put it bluntly: the maps feel too similar. Replace every map with blocky assets and they'd feel almost the same, erasing any sense of distinct battlefields. There's no pull of war between teams. No tug-of-war feeling. But in a game like Call of Duty, your loadout choices carry real weight depending on the map and mode you're playing, so when you pick a shotgun for tight corners or a sniper rifle for long sightlines, you feel that decision's impact immediately. In Empulse, that weight is missing.
The guns are slightly different, but you use them all the same way, and that sameness kills any sense of uniqueness or excitement they might have had. Bigger maps with more individual identity could fix this. But right now, it's a problem.
An Identity Crisis in the Arena
Here is where I get harsh. This bothered me the whole time I played, and it's a problem that simply won't fade. Empulse doesn't feel unique. Nothing about it stands out from the crowd.
The game has lore. A world called Freehold was once controlled by an AI named NAOMI that suppressed emotions. An EMP went off, freeing everyone, creating two factions: Loyalists and Unbound. You play as a Lancer doing their dirty work. That sounds interesting, right?
There are literally no traces of this in the maps whatsoever.
The maps show no sign of that story. Compare that to Titanfall, where you can see the effects of war on the Frontier in the environment. Empulse falls flat. I cannot name a single map or tell you their vibe because they are so generic.
The Mech Problem
The mechs are supposed to be power weapons. They spawn every so often, and you can climb in and cause havoc, but despite this clear intent and their destructive potential, they feel out of place in the game's overall design and pacing.
- They are easy to destroy.
- They are boring to pilot.
- They make almost no difference to the match.
- You cannot customize them, which kills player agency.
The maps are not big enough to justify mechs. They feel tacked on. The developers are working on it, but I think the issue runs deeper than a quick fix.
The Fun Factor That Saves It
Here's the honest truth: despite all these flaws, I still had fun. But Empulse is so easy to pick up that you can quickly reach that flow state, weaving between jumps, wall running, sliding, and gunning people down in a way that feels absolutely great.
Fun matters most. But enjoyment and being a great game are two different things, and I can't deny that I genuinely enjoyed myself as I learned the game and mastered the movement over time.
Empulse is fun. But it doesn't have what it needs to break into the top tier of FPS games, and right now it feels like an idea without any clear direction or purpose that can guide its development.
What This Means for You
Empulse delivers. If you're a casual player who wants a fast, fun shooter you can jump into without hours of practice, it's the perfect choice. The movement is satisfying, and the learning curve is gentle.
If you are a veteran looking for deep strategic play, unique map design, or something that stands out from Titanfall and Apex, you will likely feel disappointed. The game needs more time in the oven.
Real talk: try something before writing it off. The Early Access is live, and the foundation is solid, but the real question is whether 1047 will stick with it and build on what they've already established. It's a fun sprint. But it isn't yet a marathon worth running.
Frequently Asked Questions
What is Empulse and who developed it?
Empulse is a fast-paced movement shooter from 1047, the studio behind Splitgate. It aims to make speed accessible by lowering the skill floor compared to games like Titanfall.
How does Empulse make movement easier for casual players?
Players hit max speed almost instantly, and maintaining speed while wall running feels natural and fluid. This design choice dramatically lowers the skill floor, allowing casual players to wall run backwards within minutes.
Why does the article say Empulse lacks depth in its maps and weapons?
The maps feel too similar and could be replaced with blocky assets without losing distinctiveness. Guns are slightly different but all used the same way, killing any sense of uniqueness or excitement.
What is the problem with mechs in Empulse according to the preview?
Mechs are easy to destroy, boring to pilot, and make almost no difference to the match. They feel out of place because the maps are not big enough to justify them, and there is no customization.
What is the overall recommendation for players considering Empulse?
For casual players wanting a fast, fun shooter with gentle learning curve, Empulse is a good choice. Veterans seeking deep strategic play or unique map design will likely be disappointed, but the foundation is solid in Early Access.
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