![]() ![]() I value gameplay quality and improvement above storytelling in games (eg, i think watch dogs legion is fantastic, it jettisoned nearly all pretence if trying to tell a story, but it didn't hurt it because they really refined their world and play mechanics, with a truly open feeling world finally.). It still felt kind of generic and shallow somehow. And it had a sense of progression that 2 and 3 lacked beyond shooting bigger waves of more armored space Nazis. It evolved gameplay beyond shooting endless waves of space Nazis because reasons. Mostly where the gameplay improved was that it wasn't just a shooter, you could scan areas, plan a stealth approach etc. It was nice moving much of the game to a place other than a brown industrial wasteland. It felt less stale, but also ended up making it gave a split identity. Instead of linear corridors it moved to large maps with objectives and a map screen, and iirc, binoculars, scanner, etc. Mon 11th Jan Shadow Fall, I think really tried to innovate on the gameplay front and reinvent it so it didn't get stuck in the outdated on-rails corridor shooter format.Mostly, in hindsight, i suspect shadowfall was largely an R&D prototype for Lol, I forgot about that mess. But it felt like a lifeless universe that didn't want to go anywhere and didn't know what experience it was selling. They really moved it out of the early 00s console shooter sinkhole into something with player agency and it worked really well. In KZ3 the only things I actually remember about it we're the awesome intro and then the rest is a haze other than the train at which point after so many waves upon waves of enemies to deal with the same way in the same brown and red samey rooms i started thinking "I have like 20 other games, why am i still playing this?" ![]() The underlying game and concepts were cool, but we're just underbaked. ![]() It was a corridor hallway shooter on rails that tried to go from one high adrenaline arena battle to the next all too quickly. As a shooter it had decent gunplay, but it never seemed to develop that in an interesting way and became redundant and reliant on the same tricks. ![]()
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