Flying Feather
Flying Feather Adventures, the GameCube port of Flywrench and the sequel to the 1980s Tox@Mars storyline, is set in the future and follows Earth's first airborne colonist, Tox. The story follows the daughter of an "exotic scout" named she, born of a mysterious star. While Tox herself is very involved with flying the stars, the Earth is under attack by alien invaders and the invaders turn the tide. Tox is trying to lead her to safety, but her sisters and her mother are the ones she is obligated to rescue from the invaders. The GBA version of Tox is still being planned, but the company has been concentrating on the console version to try and improve the console version's interface.
The game will feature two main areas of focus, hover and action and a number of new missions, both for the novice and seasoned gamer. Additionally, the game is being optimised for the GameCube with a user interface that is similar to the system seen in those platforms of the '80s, a design feature that allows the user to instantly jump from level to level by using the Game Boy Advance's A button. Additionally, the game will include additional enemies and a good amount of new sub missions as well as the new Mars level. The title will also feature more color-coded terrain than the original.
Graphically the game is looking pretty good. The characters are almost entirely polygonal, and the backgrounds feature highly detailed textures that allow for an incredible amount of animation. Additionally, the characters have a good amount of polygons, so you can see the characters going about their daily routines without having to turn on a large number of polygon demos and give them faces. Additionally, the sound effects have been slightly changed and the music is played by a completely new orchestra. The game will also feature a number of new music tracks from the aforementioned composers, which were also in the original title, and they have been greatly integrated into the game.
The control scheme in the game is extremely responsive and straightforward. To use the Game Boy Advance, you must hold down the shoulder button and move the analog stick up or down. To rotate the camera, you must press the jump button. The A button makes your character move backward or forward, while pressing B will make him move forward. The GBA's analog sticks are used to control your character's movement. When you use the GBA's second analog stick, the game will display its own animated sprites onscreen that you'll be able to control. However, you can't control the game at all by using the directional pad.
The control is a bit clunky at first, but after a while, you'll be able to adapt it to your tastes. The game offers several different modes. The basic action mode is similar to the adventure mode in previous Streets of Rage titles, in that you'll have to beat down enemies, collect hidden items, and beat various bosses. The multiplayer mode is a good mode for three players to go head-to-head. Finally, the adventure mode lets you compete in a series of minigames. The normal mode is a basic timed game of blocks that you'll have to beat to progress through the game. You'll use the analog stick to move around the levels, and you'll have to match up with the blocks and their positions with each other. The basic gameplay is pretty straightforward. You'll use the A button to switch between your characters and the B button to switch to the appropriate one. The fighting mechanics are solid.
The graphics in the game are an uneven collection of features. The level designs are a bit inconsistent, and some of the music in the game is serviceable but not top-notch. The audio in the game is an uneven collection of sound samples that does a fairly good job of letting the unique voice cast shine. The core gameplay is where all the action happens. The various characters you'll interact with will offer unique perspectives on the action and will provide a nice change of pace.
Based on what we've played so far, the game does a good job of bringing the disparate elements to the PSP and solidifying it as a solid game. As far as the gameplay goes, it's still a solid collection of mechanics.
Based on what we've played so far, Naruto: Ultimate Ninja is a solid assortment of options. The core fighting system is a fast paced mix of standard brawling and new RPG elements. While it's the same basic formula as the big-screen game, Ultimate Ninja's roster offers a nice variety of modes to keep things varied. The four-player multiplayer component lets you go head-to-head in both fighting modes and the tale mode. Though the game offers no lengthy story mode, the robust characters and a varied assortment of unlockable content are a nice touch. The two modes are undoubtedly the meat of Ultimate Ninja's package.
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