Your mileage may vary on that front.Īt level four, the halfway point, you face a mini boss. It's a game that deliberately annoys you over and over again in the hopes that you'll be grateful when it stops. However, before you manage to upgrade your guns, you'll find yourself running short of bullets with nothing but an ineffective telekinesis throw to help you. It may cause some motion sickness for players, but the best the game has to offer is in zipping around the map, even if reloading means bashing your expensive VR remotes together in your palms. While you can hold on to cover, the game incentivises getting up close and blasting enemies away through rapid lurches forward. But with each run taking 45 minutes at a time, it's caught between that bite-sized, one more go flow and the committed, in the zone sensation.Īs for the gameplay itself, when you have some decent upgrades, things are fast and furious. Rushing through the game once you're upgraded lets you toss enemies aside, crush the grenades that they launch, and slam foes into the dirt - the game should have been this way from the start, and the more you play, the more you feel like the roguelite framework was a way to stretch out a fairly short game into a more meaty experience. But the game also emphasises your secondary ability to grab items telekinetically, and without upgrades, all you can do is meekly lift up cubes that serve no purpose but to be lifted up. Some of these progression elements made sense: you get better guns and more health the more you play.
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