![]() ![]() ![]() The game is full of neon colours and creatively designed enemies, something taken from Alienation, and later levels feature huge swarms of creatures, echoing Dead Nation. All three games have a large circular enemy who spins round with three attack patterns, each one adding an extra pattern of bullets and jets of flame to dodge, and while it might be a good introductory boss, it’s something we’ve now seen a little too often. There are a couple of throwbacks to older games that you could say are a little lazy, such as how the first end of level boss performs almost identically to the ones found in Super Stardust and Resogun. With blocky explosions kicking off all around, the levels feature destructible areas and blocks which can reveal secrets or power ups. Many other features found in previous games such as score multipliers, dashes, and humans that need to be rescued make a return, as do ‘Visitors’, chains of enemies which must be destroyed to collect a multiplier, which you might remember from Resogun.Īll this familiarity make me wish that the game had something completely original to offer, a feature or mechanic the Finnish developers had not tackled before. Each is teaming with enemies, and both enemy robots and the worlds themselves are made using the same voxel technology we saw in Resogun. There are five worlds, each consisting of fifteen smaller arena levels, plus hidden levels and the obligatory end of level boss.
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