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- Jun 18, 2002
- Messages
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Tags: Rise of the Argonauts
<a href="http://www.yougamers.com/reviews/22352_rise_of_the_argonauts/">YouGamers took a squizz at Rise of the Argonauts</a>. Here's the verdict:
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<blockquote>Unfortunately Rise of the Argonauts is not just a simple rushed release with a few outstanding bugs stemming from the panic to finish the game for the holidays. Instead, we have a jumble of great design ideas, uneven art, poor implementation and bad design ideas that somehow survived to the final code. All that is then thrown together with a licensed engine for the Xbox 360 and quickly recompiled for the PC. I'm sure you can see where this is going...
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[...]
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I've heard the comparison "God of War mets Mass Effect" and well... naah, that would stretch the truth just a tad too much but it sure sounds good when you are marketing a game. For starters, Mass Effect actually has interesting characters with a great storyline and God of War's production values and playability are on a whole different level.
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[...]
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Combat shows the biggest "bad design" decisions of the game. Rise of the Argonauts has basically no HUD at all. You can add in a health bar for yourself and a simple four-icon menu for the god powers, but that's it. The only way to figure out when an enemy is going to die is to whack him until he finally croaks. I can fully understand the immersive qualities of "no user interface elements" school of design, but in practice it rarely ever works. Here it's clear that it didn't work as the game ends up using several UI elements. Once you cross that line, leaving out other elements just so you can say your UI is "minimalistic" is just silly.</blockquote>
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Someone better tell Peter Molyneux reviewers don't like minimalist UIs.
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<br>
Spotted @ <a href="http://www.rpgwatch.com">RPGWatch</a>
<a href="http://www.yougamers.com/reviews/22352_rise_of_the_argonauts/">YouGamers took a squizz at Rise of the Argonauts</a>. Here's the verdict:
<br>
<blockquote>Unfortunately Rise of the Argonauts is not just a simple rushed release with a few outstanding bugs stemming from the panic to finish the game for the holidays. Instead, we have a jumble of great design ideas, uneven art, poor implementation and bad design ideas that somehow survived to the final code. All that is then thrown together with a licensed engine for the Xbox 360 and quickly recompiled for the PC. I'm sure you can see where this is going...
<br>
[...]
<br>
I've heard the comparison "God of War mets Mass Effect" and well... naah, that would stretch the truth just a tad too much but it sure sounds good when you are marketing a game. For starters, Mass Effect actually has interesting characters with a great storyline and God of War's production values and playability are on a whole different level.
<br>
[...]
<br>
Combat shows the biggest "bad design" decisions of the game. Rise of the Argonauts has basically no HUD at all. You can add in a health bar for yourself and a simple four-icon menu for the god powers, but that's it. The only way to figure out when an enemy is going to die is to whack him until he finally croaks. I can fully understand the immersive qualities of "no user interface elements" school of design, but in practice it rarely ever works. Here it's clear that it didn't work as the game ends up using several UI elements. Once you cross that line, leaving out other elements just so you can say your UI is "minimalistic" is just silly.</blockquote>
<br>
Someone better tell Peter Molyneux reviewers don't like minimalist UIs.
<br>
<br>
Spotted @ <a href="http://www.rpgwatch.com">RPGWatch</a>