MetalCraze
Arcane
Trannies and gentlemen. What we have here is another fine example of a franchise rape and a potential superhit on the RPG Codex.
And here is why:
- Starting with a cover system. Yes the game plays exactly like all other generic console shooters (or "RPG" in Codex speak). When you just try to play it like a normal PC shooter - all dumb AIs in the game turn into aimbots - strafing and shooting doesn't help at all as you are getting killed fast.
However as soon as you press the magical cover button you get glued to a nearby specially pre-placed cover and the camera switches to a third person mode allowing you to safely do headshots via a single mouse-click. In a good console shooter tradition something happens to bot precision as well. They can't hit you anymore just as fine as they did - preferring to shoot everything around you instead be it a wall or a nearby box.
- Health regen. It isn't as terrible as in CoD but it is still there and it is still enough sitting and regenerating from a safety of your impenetrable wooden box.
Makes sense - after all RPG gamers should enjoy the story, not suffer the unbearable horrors of a good gameplay.
- Quest compass. Can't be turned off.
Considering that levels in the game are quite small, especially compared to a real Deus Ex it makes no sense apart from ruining whatever need to explore there is. However maybe it stops RPG gamers from getting lost.
- Enemy radar. Can't be turned off. Yes all enemies are marked on your radar and where they look, so RPG gamers won't stumble into a trap while all enemies are already ambushed before they even know it.
- Green camera cones. Can't be turned off. Surely devs care about RPG gamers and can't allow them to get disturbed by the need to avoid cameras. That's why cameras are there and make no sense.
- Crouch-stealth. One of the main reasons why this game will be a hit among RPG gamers. Shadows? Noise? Surfaces? Superior games from '80s had none of that '90s shit and so does this game. Just press crouch and somehow you become much less noticeable even though logically you should be making more noise.
- Dumb AI. See those enemies on your magical radar behind the door? Make some noise and retards will start running through it creating a nice pile of dead bodies.
- Minigames. As in all good RPG games you don't use skills which are so '90s. You play minigames. Character development? Different builds? Varied classes? Who needs that in RPG?
- Kewl takedowns. Press a button when looking at an enemy from behind and the enemy is down through a cutscene - in a good RPG tradition it works all the time.
- Red Barrels. Obviously no RPG can be called complete without a red barrel that blows up when you shoot it.
So as you see - this RPG has all the potential to become a Codex hit as it has everything that is admired in RPGs in the modern day and age.
And here is why:
- Starting with a cover system. Yes the game plays exactly like all other generic console shooters (or "RPG" in Codex speak). When you just try to play it like a normal PC shooter - all dumb AIs in the game turn into aimbots - strafing and shooting doesn't help at all as you are getting killed fast.
However as soon as you press the magical cover button you get glued to a nearby specially pre-placed cover and the camera switches to a third person mode allowing you to safely do headshots via a single mouse-click. In a good console shooter tradition something happens to bot precision as well. They can't hit you anymore just as fine as they did - preferring to shoot everything around you instead be it a wall or a nearby box.
- Health regen. It isn't as terrible as in CoD but it is still there and it is still enough sitting and regenerating from a safety of your impenetrable wooden box.
Makes sense - after all RPG gamers should enjoy the story, not suffer the unbearable horrors of a good gameplay.
- Quest compass. Can't be turned off.
Considering that levels in the game are quite small, especially compared to a real Deus Ex it makes no sense apart from ruining whatever need to explore there is. However maybe it stops RPG gamers from getting lost.
- Enemy radar. Can't be turned off. Yes all enemies are marked on your radar and where they look, so RPG gamers won't stumble into a trap while all enemies are already ambushed before they even know it.
- Green camera cones. Can't be turned off. Surely devs care about RPG gamers and can't allow them to get disturbed by the need to avoid cameras. That's why cameras are there and make no sense.
- Crouch-stealth. One of the main reasons why this game will be a hit among RPG gamers. Shadows? Noise? Surfaces? Superior games from '80s had none of that '90s shit and so does this game. Just press crouch and somehow you become much less noticeable even though logically you should be making more noise.
- Dumb AI. See those enemies on your magical radar behind the door? Make some noise and retards will start running through it creating a nice pile of dead bodies.
- Minigames. As in all good RPG games you don't use skills which are so '90s. You play minigames. Character development? Different builds? Varied classes? Who needs that in RPG?
- Kewl takedowns. Press a button when looking at an enemy from behind and the enemy is down through a cutscene - in a good RPG tradition it works all the time.
- Red Barrels. Obviously no RPG can be called complete without a red barrel that blows up when you shoot it.
So as you see - this RPG has all the potential to become a Codex hit as it has everything that is admired in RPGs in the modern day and age.