![]() ![]() The same button that throws a can or grenade also heals depending on what a player has assigned at the current moment. One button handles three different functions depending on the modifier. General controls are an annoyance at best and downright awful at worst. The usual array of guns is available, but it feels like the gameplay with those was intentionally left in a shrug-worthy state to push players into a gadget-based approach. It's difficult to tell which shots are hitting at all, as the game lacks noteworthy feedback. Gunplay is floaty as well, with it sometimes feeling like shots aren't going where the reticle is actually pointed. The jarring movement leans right into other areas. It seems there is a sprint cooldown in place, but players are free to spam a combat roll without end. Some of the systems in place don't help the janky feeling. Sticking to cover isn't guaranteed and neither is scaling or getting over objects. Unnatural or floaty might be the best words to describe the movement once a player takes control. Fitting, as the stage-setting cutscenes and moments to start the story are superb, but something felt off immediately upon gaining control of the player character. Unfortunately, the mostly good visuals aren't foreshadowing of the gameplay itself. At times, the character models, especially in dialogue segments, almost look as if they were ripped out of a more advanced game and set into a lesser one. But it's an odd marriage, as the characters look great but the environments are spotty, and bad-looking texture problems pop up when really looking for them. The visuals truly sell the war-torn landscape well in most instances.įantastic artwork blends into superb character models. Shinkawa's dominant presence is felt throughout.įrom the box art to character design, environments and mechs, this is a Metal Gear-lookalike in the best ways. ![]()
0 Comments
Leave a Reply. |