![]() Some of the black-dress guys sport rocket launchers, as does a type of mech you start to meet - running in guns blazing into a setup where you’ll be shot at with a rocket launcher or multiple laser rifles is obviously a recipe for disaster. There’s also more and sometimes heavier wall mounted guns that are harder, sometimes impossible to avoid. In level 5 I think you start to meet the black guys (which come after the white tier 2 dudes) that are more like elites - they sometimes sport laser rifles or heavy assault guns. Don’t forget that the early security personnel you meet are the equivalent of the night guard in a common warehouse. WW is way too easy though, you can wade into the middle of most firefights and plug away, whereas LC needs a much more careful approach and use of tools like the spider mines, but the difficulty gulf was too great.Īfter reading rezaf’s post above, obviously WW gets harder by the looks of things, after all I’m still in the early stages, perhaps it’s just poorly named and is really “normal”. I reverted back to Weekend Warrior difficulty because Loose Cannon was just proving frustrating, situations I should have been able to deal with but kept failing due to klutzing the controls. I think Crusader might have worked better like this, although it would have lost a bit of finesse (if you can call its current system finessable). D/G had slightly odd controls, but you could only fire in the direction you were traveling which actually made it much simpler. D/G was more puzzly in nature, and obviously the aesthetic differed, but it was a similar isometric action approach. I haven’t played the Tomb Raider game, maybe I should?Ĭrusader reminds me a bit of D/Generation ( ) which was an old Amiga game (perhaps a PC version was available too). ![]() I also still like the art design and most of the general gameplay. The best parts for me are when I make clever use of a spiderbomb or get to remote-control a bot or gun emplacement. Ok, maybe I’m exaggerating a bit, but a hundred ought to be doable at this pace…ĭespite these criticisms, I still enjoy the game overall. These days there’d be an achievement “collect 1000 keycards of any color”, and I guess you could unlock it in a single playthrough. Some early FPS games have been criticized when there was keycard-hunting, but this game really cranks this up to eleven. I mean, I solved them all in the end, but doing so was no fun. What also annoys me are some of the oh-so-clever puzzles, especially the ones where you have to redirect some lasers or something. Worst are the parts when you’re supposed to traverse on those little hoverpad thingies … even getting onto them is a pita. ![]() But at Weekend Warrior it’s only gotten frustrating in the last level, where there were some really unfair setups I essentially ended up just running past (still surviving just barely). I’ve kinda gotten used to them by now (I’m in level 7 I think), but I’m taking a lot of unneccessary damage, I fall off ledges and into pools and generally stumble around. The controls are definately not going to win any awards, so much is for sure. ![]()
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