ERIC AXT
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"tunately, there's plenty of downloadable titles that deviate from an aged norm. Still, in a lot of shooters, that more passive route carries a few problems, not just from a design standpoint (which shouldn't even be considered, every development studio in the industry has the talent and resources to adapt), but there are some key reasons that give competition, whether it's racing cars, winning the playoffs or defeating the taliban, a definite edge.
Frantically trying to run through a puzzle, unarmed, with enemies trying to chase you down, is an intense experience. You're inches away from an enemy you can only flee from, and your scrambling get away. You'll probably jump at each shadow, chew your lips raws, your clammy hands numbly pushing buttons, [i]just[/i] so. It's memorable =)
For the first time
Unfortunately, once that thrill is survived, once you've "solved" the puzzle and can breathe easily, what's the point of going back? Sneaking through Chernobyl in "All Ghillied Up" was a roller coaster, but despite being a high point of the game, when I went back to play it again, once I had known what to expect, it became predictable and boring. I'm not saying that all puzzles end up like this, but when your competing agaisnt other enemies, those levels tend to hold up more to multiple playthro"
Sunday, August 16, 2009
