Harking back to the ways of old provides a somewhat refreshing take on an adventure, forcing players to slow down and plan rather than just barrel around the rooms relying on objective markers and glowing key items. Take the time to invest in the systems, begin to understand to benefits of the grid movement, and really dig into the nitty gritty of the menus and there’s something really rather enjoyable here. Upgrades to our stats are few and far between and again make things difficult to really know what to pick, while various powers and abilities are doled out by beating enemies with little fanfare. The layout of information can be confusing, and trying to parse whether a +2 tech or +2 blunt bonus is actually worth it for our character build. Navigating it is not the easiest or most intuitive thing in the world thanks in large part to the item descriptions being hidden by default. The inventory harks back to PC-centric adventures too in a way that is hard to get to grips with on a controller. This can make trying to fully grasp the surroundings awkward at times, though handily anything of note to interact with is auto focused on by the camera or interaction icon. Also, much like the original FPS titles we’re unable to look around freely and are restricted to pivoting left and right or strafe moving. This goes doubly so when we get into combat or when trying to solve time sensitive puzzles. This means that movement can feel a little off to start with, especially so for those of us accustomed to more freedom. While the environments are 3D in nature and viewed in a first person perspective, our movement is restricted to a grid based system. Vaporum: Lockdown plays in a very old school fashion. However, sticking with it I began to become enamoured with it’s odd pace and systems, so much so that I soon found myself losing a chunk of time to it. When I started Vaporum: Lockdown I found it to be dull, slow, and confusing. It’s been a while since a game has changed my opinion from minute one to hour one.
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