Alright, this is going to be a shorter review, partially because I didn’t play all that much of the game, and secondly because most of my opinion of the gameplay went into my most recent Design Musings post.
So we’ve covered (pardon the pun) the cover-shooter gameplay.
The art style. I like it. Nice job. Looks like a dried out Roger Dean painting, and if I compare a landscape to a Roger Dean painting, that means I like it. I like the character designs and the overall aesthetic of the game. It’s got charm.
The overall structure of the game is very transparent. It feels like an MMORPG, but instead of “go here and kill X enemies,” it’s “Go here and kill everyone/get a thing/kill a guy, and probably everyone working for the guy.” Or sometimes it is “go here and kill X enemies”. Quests take you to level appropriate zones.
Personally, I wanted to like the game, but didn’t find it all that great. Other than the art style, it’s pretty standard. Combination of cover-based shooting with standard MMO mission structure.
I’ll probably keep it on hand for when friends come over, as I get the feeling it’s more fun in co-op.
I seem to be getting a fairly solid stream of big-budget, well-known mainstream titles (other than King-Kong, which was less popular). I hope the next one is something more obscure.Stumble it!