Showing posts with label 3rd person. Show all posts
Showing posts with label 3rd person. Show all posts

Thursday, 25 February 2016

Xybots - Arcade


How... do you pronounce that?


Take 2 players, drop them into a maze filled with increasingly more difficult layouts and monsters/robots and make it part Third Person Shooter and you've effectively got yourself Xybots.

It's quite a bit daunting at the start

In taking from possibly the idea of Gauntlet but giving us an "in maze" view rather than the typical top-down view, Xybots not only takes the approach of giving us warning messages the first time anything new happens, much like in Gauntlet, but it also lets us see the action happening in the playing field. The view itself is split up into 3 parts. One screen for player 1, one screen for player 2 and the rest of the screen, which is the upper half, is dedicated to stats, layouts and the map for both players.

And then the difficulty kicks in

Play takes place for Xybots in the same arena for each player. As the players move and progress through the maze, they'll gradually map the maze out from their views. Sometimes players start together, sometimes they don't but they ideally have to find the same exit (and there's warps to other levels too). This leads to possible routes of attack where players can flank and ambush enemies that have specifically-directional shields. In other cases this isn't a good idea as the game may flag up that shooting each other will hurt and most hits take 10% of your ever-fading life bar.

Maps and sensors, though costly, will save a lot of time.

Yep, Xybots is one of those countdown games where the longer you take, the less health you'll have in the next round and such. However the game is unique with its control system in that not only do you navigate with the joystick to move forwards, backwards, sidestepping left and right, but turning is done by twisting the top of the control to turn 90 degrees either left or right depending upon the direction turned. If you're not aware the game can do this, you'll find several first few maps that have you running sideways down a corridor until you either learn it, get killed or miraculously get to the end of the corridor while being shot at.

Some enemies have shields, some fire back. Beware those that have both functions.

Enemies are the rather non-descript entities ranging from spaceships that pick up items and move them around, including coins which are used to buy things at the end of levels, health, keys, weapons and so on. Large robots that move and shoot at you while taking several hits to be killed fully, smaller robots that take similar hits but can selectively use shields to block and fire, insect looking things that move almost erratically and hammer the player with a huge level of shots while they themselves can only be shot at JUST the right time. Every now and then you get to meet a Master Xybot which needs to be shot repeatedly in key places to succeed and losing will knock you back some 10 or so levels. Sounds very fair to me.

Each new event gets a lovely little (annoying) message about it!

Speaking of sounds, the music in the game takes a very lacklustre approach and while it doesn't overwhelm the ambience of the game, there's plenty of room for extra that could be better used to build upon the mechanics of the game. While the sounds are the usual bleep and bloops we've come to expect from this time period, it's interesting to behold the digitised speech mechanic within the game. Otherwise it's clear that most of the focus has gone into the graphics of the game and the gameplay.

And there's bosses too... Good luck.

It's a fun game initially though the first few levels are a little too gradual on the difficulty curve while later levels will ramp it up to becoming a vertical way that eventually flexes back upon itself. Stick to it a little and have someone competent playing alongside you and you'll do well to enjoy this game.

Thursday, 3 September 2015

Flame Gunner - Arcade


Who's GAPS inc? Should we care? Yes, yes we should.


Gaps Inc isn't that well known for the games they've made, in truth I've had a hard time working it out in the brief spell of research I've conducted, but what they have produced here is rather impressive.

Each arena holds little tricks and traps to drain your health but you can avoid those.


Flame Gunner is a Third Person shooter, to put it very lightly. Not the over-the-shoulder shooter, but more the Resident Evil type of 3rd person where the camera remains fixed and the character wanders around freely. It's an odd take on the situation and it doesn't quite manage to pull off the attempt in doing so but it's still intriguing to see what they've made as a game.

No, really? I WAS the only one playing!

The gameplay in Flame Gunner involves you picking a character that determines the starting point to the mission. The mission being to one-man-army against a nutcase who wants a rocket to go into space. So that means you get to turn up and Rambo your way through the game, shooting people, blowing stuff up and generally causing havoc. Movement is determined by your joystick pointing you the way with you wish to go and also aims your gun. Shooting is just tapping or holding the fire button, the difference between the two being that holding the fire button locks your aim in that direction while you can still move and dodge shots. Grenades/Explosives can be fired as well but take a little while to launch and there's a dodge button.

Wreck it, blow it and destroy it for bonus points!

Enemies in Flame Gunner will aim towards you it'll be OBVIOUS that they are, you're safe until the line of fire turns read and then you'll have to be out of the way. Each enemy has a health bar and as you progress, the odd levelling system in the game will determine enemies to get harder as you go and more numerous in later missions. Levels don't have to be played in order and you can choose (usually) which levels you wish to take next with some having more difficult missions than others.

Mission tasks differ from location to location.

Usually, your objective in Flame Gunner is just to kill everyone and maybe a boss. Other types of mission include destruction, where you blow everything up; escort, where you have to get someone free of an area as quickly as possible without them being killed; and protection, where you stop the enemies from destroying something within a time limit. Unfortunately, it's not always clear which mission will hold which tasks for you to be done until you start playing it. But the variety does keep the game more interesting.

Lots of FMVs and action happening, plot points included.

Interestingly, some arenas are large enough that if you move to a specific point/location, the camera will change a la FMV and you get to see the fight from a new perspective, likewise some levels will have you moving through stages with the FMV showing the progression ebfore it settles at a point and game can be played from there in almost seemless movement between the FMV and the static image showing the game's level.

Huge wall of fire, a.k.a A Big Gun.

As a game, despite the guns and explosives and fighting Armoured Personel Carriers and tough guys, Flame Gunner is almost calm in its delivery of the game. This may be as a result of the slow movement of the main characters, Generic Asshat, Girly Asshat and OneMoreChoice Asshat. Little seems to be different between the characters which leaves the game to fall back upon its multiple choice system and routes for players to navigate their way around and through the levels.

Sounds like my living room after 2 curries.

What Flame Gunner doesn't hold up on, is the control system. Moving and trying to aim becomes a nightmare if you don't develop these skills quickly and you'll soon be overwhelmed by the enemies attacking you. Dodging rarely seems to work and using the explosives is risable at best for the attempt you'll make. Thankfully you can pick up bonus health, new guns and more explosives but it doesn't stop the game being difficult more so as a result of bad gameplay mechanics than any real challenge to the player.

Some fights are very drawn out.

The sounds are your typical gunshots and explosions, while the music is comfortably mild in the background, never overwhelming but also conventional enough that it doesn't grate and it doesn't stand out as being out of place in the game. It could very easily be in place in almost any game from the 90s to today by the grace of its own merits and dulcet tones.

They don't make it easy on the final stages. Not at all.

Overall, Flame Gunner is worth a look and those in the know will recognise the engine and the models used in the way they've been executed, it's a good game but lacks that final spit and polish that would turn it into a great game. The potential is there and while not entirely a 'miss' more a glancing ricochet away from the bullseye of a great game.