The alien, otherworldly plant life flows as if being affected by wind. Environmental hazards explode objects into a number of pieces. Lights illuminate shadowy corridors to add to the game’s grim tone. Textures are nicely created with the right amount of wear and tear to help sell environments. I found myself frustrated at times because of a lack of these options.įrom an aesthetic standpoint, I did like how detailed the game was. I wish the game had incorporated more defensive mechanics items that increase durability, the ability to block with melee weapons, or some kind of evasive dodge roll. The main way Zombotron makes an effort to alleviate the difficulty is by incorporating a basic level-up system – you can upgrade vitality, strength or dexterity – but I felt like these weren’t enough. Checkpoints need to be found within areas and activated manually. Enemies can be relentless since the majority of them like to run at you to attack. Boss fights can be challenging if ill-prepared. Use Your BraaaiiinsĪs a result of all that I mentioned above, the game can get pretty difficult in a number of places. If you’re not, Zombotron is going to be a lot more challenging. I feel like with the environmental hazards and ammo scarcity, the game forces you to be precise and smart when you fire your weapons. The developer designed every area with many hazards, and it’s clear that you have to use them to your advantage. I could shoot a lamp’s wire to electrocute the enemy below. This play a big role in adding some strategy to enemy encounters.įor example, I could waste upwards of five shots with my pistol to kill an enemy, or I could shoot down a wooden plank overhead to make it fall on enemies. So whether item drops were useful or not, new drops helped create some excitement every time I picked one up.Īnother way the game tries to make its core mechanics exciting is the addition of environmental hazards scattered throughout each area of the game. Items and weapons sold gave me currency I could use at ammo or weapons purchasing stations. Thankfully, almost every item drop was useful, because even if the stat bonuses weren’t great, I could sell them straight from my inventory. I also had an enemy drop a legendary tier mask with a number of useful stat bonuses. For example, chests often drop guns that have a number of different states. For one, weapons and armor pieces are different. The game tries to mitigate linearity and familiarity in a couple of clever ways. I kind of felt like I was doing the same thing in every area. Since levels were linear, there were instances where the game felt too repetitive. Resources like healing supplies are limited, and ammo did get scarce when I wasn’t being accurate with my weapons. There is less focus on exploration than on survival. You jump on the occasional platforms hit switches find keys to unlock doors that sort of stuff. Go from point A to B and enter a new area while killing creatures along the way. It’s why I recommend playing this game with a mouse and keyboard instead of a controller. The lack of overall maneuverability clearly makes weapon precision more important. It’s the kind of jumping that doesn’t allow too much movement while in air, which makes platforming a bit harder. The jumping and maneuverability in this game feel a bit stiffer than others in the genre. You can move, jump and shoot in any angle you wish. Zombotron follows that formula with a selection of pistols, automatic guns, shotguns, grenades, and even some melee weapons. I’ve played my fair share of 2D games that incorporate ballistic weapons. However, its familiar albeit serviceable narrative takes a back seat to the gameplay. This unfamiliar place quickly turns into a nightmare as the alien living beings on the planet mutate into hideous zombie creatures.įrom a narrative standpoint, the game progresses in a linear fashion, while still not expanding enough on its core narrative theme. Zombotron by Ant.Karlov starts off with a fairly simple premise: stranded in an unfamiliar place, find a way to get out.
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