Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Review Paradise Cracked brings home the bacon at ESCMag

Saint_Proverbius

Administrator
Staff Member
Joined
Jun 16, 2002
Messages
11,741
Location
Behind you.
Tags: Paradise Cracked

<a href="http://www.escmag.com/">ESCMag</a> has posted <A href="http://www.escmag.com/v5/reviews/review.cfm?rv=352">their review</a> of <a href="http://www.buka.com/game/Game_15.htm">Paradise Cracked</a>, comparing it to both <a href="http://www.interplay.com/fallout">Fallout</a> and <i>X-Com</i>, which is pretty positive. Of course, there are complaints in the thing as well, but here's a positive clip:
<br>
<br>
<blockquote>What's interesting is that Paradise Cracked is a turn-based strategy RPG very reminiscent of the X-COM games. At a time when real-time rules over all, you've got to give credit to any company willing to remind folks just why turn-based games are fun. You can't just rush into battle - you have to plan shots, open lanes of fire, find places to hide between turns. Why all the emphasis on combat actions? Well, Paradise Cracked is heavy on the combat.
<br>
<br>
Very heavy. Missions generally involve fighting to a certain location, killing someone and fighting back. Even delivery missions mean blasting through waves of hostiles. That's sort of a shame. I was hoping for more William Gibson than Road Warrior, with frequent trips into cyberspace, that sort of thing.
<br>
<br>
Still, Paradise Cracked is a lot of fun. I find myself with "one more turn" syndrome, where one more turn becomes 10 and then hours pass. </blockquote>
<br>
<br>
I'd call that rather positive, wouldn't you?
<br>
<br>
Spotted this at <A href="Http:/www.shacknews.com">Shack News</a>.
<br>
 

EEVIAC

Erudite
Joined
Mar 30, 2003
Messages
1,186
Location
Bumfuck, Nowhere
I was surprised at the lack of a cyberpunk feel. Don't get me wrong; you've got your perpetual-night cityscapes and your blasted urban wastelands. But the overall feel is more Fallout (post-nuclear civilization held together with found items) than William Gibson (with sleek, omnipresent computers).

I'd guessed as much from screenshots but I don't understand why future worlds always need to be falling apart and in decay. I've always preferred "shiny" sci-fi to sci-fi that looks like Johnny Mnemonic. I'm not totally averse to worn down areas (I grew up in a town with a population of 7000 people and it had a bonafide slum) but I just think they should include more areas that are developed, and well, shiny...

Another important aspect of cyberpunk that hasn't been mentioned in any p/reviews I've read for Restricted Area or Paradise Cracked is the propensity for the word lozenge. Everything was a lozenge in Neuromancer, the decks were lozenges, the ice were lozenges, the city lights were lozenges, Molly's eyes, drugs, gun flashes, everything. Like Mondrian going wild with neon.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom