Assault Android Cactus+ Review

Assault Android Cactus+ Review 

PC version
Little game, little return.

No, definitely NO. The game could be nice, it's a twin stick shooter with a filthy artistic direction but it's still nice twin stick shooter in its approach. Each arena offers a small challenge that is constantly renewed: the light goes out, the room changes shape, the camera gets carried away, treadmills take you where you don't want to go ... no, there are ideas and each arena is played (in theory) with a lot of fun.

Only that is all there is: arenas with ideas. Without that, it's twin stick shooter with a horrible absence of return ... the waves of enemies are counted in hundreds, we shoot down the mechanical chain monster (there's even a combo counter), but it there is NO feeling of power. The fault with the sound effects which lack potato, the disgusting artistic direction tendency choupi-kawaï-I only use colors without nuance so that you do not see anything, a speed of rather rapid movement, a hit box of the most curious and a readability of the most approximate.

The lack of feeling is a huge flaw in a game that wants to be short and to run (it is thought to make short sessions, two-three minutes for an arena and basta), when you piss off during an arena you don't exactly want to do it again to improve your score ... even if it's short. But it's not just that.

The game has a (very stupid) upgrade system: you run into enemies, they drop little pellets, you pick them up and you fill a power gauge. When the power gauge is full you gain a rank of weapon (your weapon does more damage). Only when you "fall in the apples" (I come back to it) you lose your dumplings and in fact your weapon becomes again a pistol with peas. So not only is the feeling not there but as a bonus there is not even the feeling of becoming more powerful since it is always necessary to start all over again: the gun all ready, pick up the pellets to have a gun not too ridiculous, rinse and repeat at each arena ... it's boring as a loop, and boring very quickly.

When I speak of "falling in the apple" it is to speak of the gauge of life: another well con system. Instead of having a classic life bar there is an energy gauge: it empties over time AND when you get hit. When it is empty you are dead, end of the game. But when you get hit too much you fall only in the apples: sinking into the balls / shots is not inherently deadly. The energy bar is not enough to last on an entire arena, so there will be from time to time a battery which will be dropped by a monster to recharge the said gauge and be able to continue ... it did not sounds like that, but it's really stupid as an idea. The principle is to force you to move to pick up the battery, so to have a nervous game that forces you to move to pick up all the power ups ... yeah but comrade you forget something: IN A TWIN STICK SHOOTER YOU SPEND YOUR TIME MOVING CONNARD! THIS IS THE BASIC PRINCIPLE OF GENDER! There was no need for your stupid system which does not bring anything mechanically and which is deeply annoying since the most dangerous enemy is in fact your energy bar which is emptied, not the monsters which arrive by tens ... c isn't that a genius idea? To have a TWS where it is not the enemies to be butted which are the enemies to be watched ...

I note in passing that having to hammer the trigger to get up when you just fell in the apples is purely exasperating ...

In fact this must also play in the absence of feeling, the goal of the game is to collect the batteries and avoid the bullets that some monsters shoot at you ... it's not a real twin stick shooter, it's not really bullet hell (too little to dodge), the ass between two chairs the guy.

As a defect purely "game design on the street" we must also highlight the particularly stupid / tasteless bosses. Like I said the goal of the game is to have something fast, where you spend your time dodging dozens of monsters to collect batteries / power up ...

Well, then starting from that, you have to explain to me who the deep asshole who said to himself "our game concept is that, then for the bosses we are going to do EXACTLY THE REVERSE! \ O /"? Because having a gigantic bag with life point that you will put pellets to kill (thank you the rotten basic gun that you will not be able to increase with the pellets since there is no one to kill ^^) who divides into several phases (the aberration of game design which has annoyed the video-game world since the first use of this idea which should never have seen the light of day) all as annoying as each other (what a surprise, like the hundreds of games that have tried before this one ...), it is the drop of water that makes the rolling stone fall ... no, it ended up falling asleep in fact. It's just not fun to play, there is NO pleasure in beating them, and above all they are incredibly off the concept of the game.

In the end it is therefore a boring game / not fun / not motivating. There is a point system to gain to unlock small bonuses: visual filters, a multi mode with bots (why it is not available from the start that? Ha yes, because the camera with several players is terribly catastrophic and finished destroying the readability of the action by moving away from about 14 kilometers when the two players move away from each other), normal size heads (that too should be available basic, it makes the game less ugly) but there either there is nothing transcendent. The height of stupidity, moreover, the multi is only local ...

No, really, it's a little game at a low price but it's really not worth much ...
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About hicham

hicham elaziz love games . apps and entertainment
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