Headshots & Friendly Fire: Round 9

02/14/2010 Written by Josh Fernandes

Boom! Headshot!!

White Knight Chronicles Goes Online

I have to hand it to Level 5, as they added online play to their RPG, White Knight Chronicles, and the result is a deeply satisfying experience and a very deep online system overall.  You can take quests mid-campaign and jump online to play them with 3 friends.  The system is easy and works wonders for the whole Guild Quest system because some people like myself don’t usually get into side quests in an RPG, but this gave me a reason, because each quest felt like its own minigame.  Now add a system called Georama, where you can build your own town for the online community to visit.  Not only is it fun, but it is also a deep experience, as you can hire NPCs from the game world to work and build your town.  Now this is giving your game extra legs!  And it never feels tacked on, which is something you worry about on a game that is usually just a single player experience.  Bravo, Level 5.

Health Bars on Enemies

I wasn’t far into Darksiders when I realized that some enemies take a lot of hits to kill. The battles with these enemies seem to carry on for a long time, because you never know how many more hits it will take to kill someone. When playing Bayonetta, every enemy has a health bar, so you know whether the next combo will take down the enemy or not. In Darksiders, I almost never carry out a full combo, because it just isn’t worth it–I’ll get hit. Whereas in Bayonetta, I know when an enemy’s life is low enough for me to safely carry out a nice, long combo.

He'd better dodge soon.

Its Time for Big Daddy

Now, I am only 2-4 hours into Bioshock 2 upon writing, but I will say this: there are few greater joys then playing as a Big Daddy.  I feel like I could take on the world with a drill in one hand and plasmids in the other.  I was absolutely destroying splicers while the whole time thinking, “This is the way to go through Rapture.”  I think it’s a great way to give players a familiar Bioshock experience, yet make it completely different.

Full Health Recharge When You Die

If you die in Darksiders, the game will fill up three of your health bars, but it won’t refill all six health bars. For the majority of the game, this isn’t a problem, because you can find a health chest in some random office hallway or spider nest, but every once in a while you will come across a room that is filled with all sorts of bad news. If you come to a room with a few waves of really hard enemies, and you die, then you have to repeat the battle with only half your life. Granted, this only happened a couple of times, but the game shouldn’t force you into a battle with such a small margin of error.

RAWR!






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4 Responses to “Headshots & Friendly Fire: Round 9”

  1. Hmm, honestly I wouldn’t think about a pre-order meaning a game will come out soon hell… Look at Gran Turismo 5?
    Haven’t they had pre-orders for the longest time… It’s still not out, and I think you had a typo on develoment but I am on the second page as I type this so yeah XD
    GLAD to see someone appreciates WKC, too many nit-picky people complaining about everything in the game >.>

    And I have to agree and disagree with enemy health bars
    I love them, but if they’re gone I love them just as much it seems
    Mainly I think back to the first Devil May Cry, regular enemy fights such as the Shadow Cat enemies could take forever(especially on Dante Must Die! Mode, that took fooorever to beat) and you just had to stick it out the best you could, cause sometimes it sucks dying knowing TWO hits would’ve killed the sucker >.>
    EITHER way I say health bars on enemies are fine both ways, but I’ve not played Darksiders so I can’t comment really on health bars in that sense.

  2. wtGp says:

    l agree with the full health when you die in a game, l mean why give half when you just died from fighting something that took full from you or you accidently killed your self but jumping of a cliff.

    l also agree with the health bars being visble. Either make it visible or at least show signs that the enemy is recieving damage such as the enemy is bleeding and looking battle damaged

  3. hmmmm… health bars? sounds like somebody is being a wuss…. haha… but no seriously, I think this is a situational thing. Some games are about utilizing good item management to make sure you have the health when you need it, and restarting every check point would be an easy way to cheat and refill your health by killing yourself. However, games with no inventory or portable healing items probably should refill your health upon restarting. Enemy health bars are pretty unecessary – boss battles seem less epic when you know exactly how many hits it will take to kill them, and normal enemies you should generally get a feel for how many hits it takes to kill them after a few kills – thus you learn by playing what combos to use and what not to use.

    Totally agree on the lack of local co op in games designed for co op. I found myself really disappointed when uncharted 2 had no local co op, when resistance 2′s local co op was impossible without being online, and when other games flat out have no co op and it feels like they should. Is it really that hard to tweak a campaign slightly to allow for a second player to run through it? I don’t even care if it makes no sense story wise, and treats it as if theres one person even though there’s two. I just wanna play some games with my friends, dammit.

  4. Max Murray says:

    The lack of Local co-op pisses me off so much. I can understand it for big name titles, like GOW- 1 player only, fine. Great, makes sense. But stuff on the PSN, short titles that cost <10, and are quirky and fun SHOULD be the games to play with friends.

    Pixeljunk Monsters is my FAVORITE 2 player game, and then when I find anotehr title and buy it thinking it might be fun trying it out on 2 player…and it doesn't have one, or a shitty one, i get pissed.

    Also, totally agree about ripping shit up as Delta. What a fabulous feeling.

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