So, graphics > gameplay.
So, graphics > gameplay.
A couple of idiotic missions, a weak ending and a bunch of firefights that devolved into something akin to a meaningless guessing game pull the score down to a weak 8 in the end.
Phenomal is my new favourite word.
8/10 is good. Does anyone know when the floodgates are going to open and we'll be getting the video reviews on this?
Be prepared for some major bullshit!
I have a hard time taking any review with blatant spelling and grammar errors seriously.
You're a journalist. It's your job to write. Do it correctly.
Yes OCD I know.
Already know the score Torgo; it's a 10.I wonder if there will ever be a game where the embargo ISN'T broken. Yeesh. Our review will be live in about an hour, like everyone else's.
Thesaurus that review up. Also. 7.5Be prepared for some major bullshit!
Do you need three guys for the same review???Be prepared for some major bullshit!
Are you kidding? This sounds like an exceptionally interesting shooter.So, graphics > gameplay.
All too often, especially in the forest level, enemies and their well aimed attacks draw me in the wrong direction. We follow the sound of gunfire, take out the enemy and progress. As conditioned by 20 years of action games. But several times it turns out that we should have moved in the opposite direction to set off bombs in a downed freight ship (or similar tasks), before moving on towards the spot the enemy were guiding us to. At times it gets really weird when you have to go back, perform some seemingly menial task, return to the previous position and push a button that wasn't there at first. It breaks the illusion.
Editing, not writing.Do you need three guys for the same review???
It's probably a translation of a Danish review.
Hey look guys, they finally release direct screencaps:
Should clarify. That was my guess.fuck
Gamereactor said:The environments are more open in Shadow Fall, with more of a labyrinthine feel than the corridors we know from Call of Duty. The player often has to search and explore an environment before moving on to the next one. There is not really any guiding arrow that appears to lead us on our way, and occasionally light puzzles break the pace. It's an old-school approach for a very modern action game, and it works most of the time.
The gameplay seems to be just what I had hoped. Very excited now.
Are you kidding? This sounds like an exceptionally interesting shooter.
Good enough for me. Launch titles usually have some shortcomings in the gameplay department. This title is a showcase title to show of the next gen, so the most important thing here is that the graphics are awesome.
I wonder if there will ever be a game where the embargo ISN'T broken. Yeesh. Our review will be live in about an hour, like everyone else's.
Hey look guys, they finally release direct screencaps:
/snip
Finally the compressed youtube bullshit is coming to an end.
It's probably a translation of a Danish review.
Well be back to linearity by next year.So the natural reaction the reviewer comes to is to blame the game for breaking away from the traditional FPS mold. I see.
"I can't just run in a straight line? AHHH WHAT DO I DO?"
Uneven Difficulty?
Isn't this how games should be? somethings are simple somethings are hard it's life.
Uneven Difficulty?
Isn't this how games should be? somethings are simple somethings are hard it's life.
So the natural reaction the reviewer comes to is to blame the game for breaking away from the traditional FPS mold. I see.
"I can't just run in a straight line? AHHH WHAT DO I DO?"
Add to this the sweetest music we've heard in an action game since the first Halo. Two different composers, independent of each other, have written the music to each side of the game world. Vekta City is a harmonic place that's forced into war, while New Helghan is hell on Earth. This is naturally reflected in the music. Guerrilla mixes mechanical sounds and pulsating music that reminds us of the scores of Inception, Watchmen and 300. At times it feels very powerful and it fits the atmosphere of the game like a glove.
Phenomal?
What the hell does uneven difficulty even mean? This one bit was hard but the next one wasn't? Isn't that just design?
Most shooters these days are straightforward, linear games which always push you forward. You're never left in a position of not knowing how to proceed.How exactly?