Blizkrieg Green Devils
Blizkrieg Green Devils Review (3DS eShop)
Blizkrieg is a shoot ‘em up that has never seen an appearance on Nintendo’s eShop. Inspired by the classic pixel art series of the same name, the game sees you playing as Chaotic and Gewar as they shoot fire from your cannon at each other while they deal with a sadistic red army. However, unlike previous iterations of the series, this game also combines elements from other games such as ‘Realistic’ or ‘Action’, allowing you to switch from using your firepower to use your environment to face an unrelenting onslaught of enemies in order to ensure you’re always on the right track. As one of three forces you’ll be blasting away at your enemies in order to save the planet from impending destruction, with the story mode also requiring you to blast everything in sight. The gameplay is set in a simplistic pixel art style and your goal is to survive waves of enemies as quickly as possible. While this can get repetitive, it makes sense once you’ve cleared levels and completed levels, as it keeps things fresh and never becomes stale.
With the variety and variety in weapon designs, you can unlock new weapons or items that change the way you play. The game features over 40 weapons, so you can expect to collect at least one or two more by the time you reach the game’s completion. Not only does this add a nice variety to each weapon you have available, but it’s also a great way to make the combat feel fresh and makes the visuals and soundtrack stand out. The sense of progression and replayability of the game really do make it worthwhile for those that might not have played it, and it helps keep things interesting.
Much like the Castlevania series, the battle system in Castlevania: Symphony of the Night is challenging. Your basic attack, jump, and dash are all incredibly powerful, and you can chain your combos together by attacking enemies at once. If you manage to take a hit or two off your meter, it’s game over and you’re left vulnerable. The key to success in the game is to manage your combo meter early on and take advantage of it, because you may end up dying in a hurry if you die or simply don’t have enough health to take on the challenge later on.
The entire combat system is very different from other Metroidvania games. Not only is the game not as fast-paced as it could be, it’s not a strict 3D platformer, and you’ll still need to be wary of the direction you’re facing. You will often be attacked by a bunch of zombies, and often they’ll take a lot of damage before you can do anything about them, which means that even if you have the resources you’ll find yourself in a pinch. There are also helpful items scattered about the map that you can keep from reaching the end, such as a sushi bar that can be found in the most obvious locations, which makes the act of exploring in the field much more fun.
That said, the game doesn’t have too many enemies, which means that there’s not too many hiding spots to find. The dodging and parrying mechanics are actually pretty easy to pull off, which makes things slightly easier, as you have to watch your back and take advantage of the block that guards the entrance to the castle to avoid getting the attention of the guards. Still, there’s a lot to take in here, especially when you see the hordes coming your way, so there are plenty of opportunities to avoid some of them and some of them may not be easy to get to.
The art style that Ancel has worked on shows in real life too, which is pretty cool, and one of the more interesting things about the game is the way that you can interact with the environment. When you come across an area with a switch that you can mash, you can press it to switch it to something else, allowing you to proceed further. It's a little hard to tell if this is a scripted event or if it is a scripted moment, but it all adds up to make the game a lot more interesting, especially when you consider how these options are implemented in the game.
Speaking of which, while Ancel said that you can interact with the environment in a number of ways, he didn’t talk about them all that much. He just mentioned how you can use these simple shapes and shapes to build up walls and other structures, and this is something that you'll use to interact with the environment.
Another major part of the game is the way it handles story. When you first meet up with the mayor of Chicago, he seems like he's there to provide you with some closure on the story, but there's only a few bits of dialogue here and there that you can really take in.
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