Since this is only a fan made expansion, I shouldn't be expecting much more than a total conversion of levels, but as I played the game, I was just bored. My mind started to wander and here is that wander for a 6 year old expansion that could have done better comparatively to the other games at the time. >>
The story in the cut scene seems to describe the starting point of God of War: Ascension... 'held in captivity until...' Then the game starts and you're not in a prison? I was expecting a prison or something cooler instead of a burning city. Who'd have though Hell would allow cities? Like imagine a chess game on the back of a galloping horse. How would you even set up? Oh well. Who cares? A burning town is a burning town, doesn't have to make sense how you got here.
I like the whole burning Romanesque / Greek town, and I like things burning to the ground. Big areas remind me of the other Painkiller demo I played. Just one big room after another big room. Big rooms are good, but hallways are too. Good enemy use with shielded enemies require you to use timing when they open up their defenses to attack. That's some intelligence. But you can keep shooting them til they open up. They don't just stay shielded as you shoot them.
I can see under a lot of wall textures. Like the wall doesn't meet up with the floor. Maybe that's called tearing? But it seems to be happening a lot.
There is a glaring glitch of a problem really early on and that's the 'zombie' enemies are literally frozen in place until you walk out to a specific trigger that lets them move. You can't kill them. They're just laughably frozen there. Like they should be in a monster closet somewhere.... but they aren't. It just feels like poor game design. make them invisible if they're just going to be standing there.
Doesn't seem like there's a reload to any of the guns, I'd prefer a reload, but that's just personal preference. Nothing wrong with no reload. But it would add an element of strategy if I had to hide to reload. Oh who am I kidding? Just keep circle strafing while you reload. Reloading would only add more time onto the laps I run.
Instead of a run button you can bunny hop. It seems like the more bunny hops in a row that you do the faster you go!
There are plenty of pits with fire... I keep wanting to push enemies into the pits to see them burn, but alas, I just shoot them and the shots have no uh knockback, but maybe that's TF2 in me wanting variety instead of just shooting shit. The weapons don't feel like they have impact. Sure enemies blow up when they die, but when you shoot them, they just stand there with no reaction. They're slow to turn around. I'd prefer if the zombies just exploded into puffs of smoke to mask the area temporarily. But as the reviews have said this is just a reskin of what existed. No new programming.
The 'rollers' demons with a rolling body underneath them, it would be nice if when they die the rollers kept rolling and turned explosive when they are dead. So you have a choice... dodge them or shoot them and risk it blowing up in your face. But again, all of this is just my mind wandering.
With all of this fire, it would be nice if you could catch fire, but I guess you are half demon. Does fire effect demons? Yes turns out touching lava hurts you.
I'm also noticing none of the enemies really has an introduction. I don't even mean like their own cut scene, I just mean where its you vs them so you can stand in amazement wow something new instead of another battle. Circle strafing a boss monster. The boss monster that just felt like 'another battle.' Mancubus had their own arena. Arachnatrons had their own introduction.
The lava rock throwing cyclops make my mind wander that their rocks should stay on the ground and melt into the ground like some sort of temporary environmental hazard. Maybe that will happen later.
... yes it does taste like chicken. So did the others... and he loves the taste of evil souls in the morning. What about a little health sound instead of a 1 liner? Cyclops aren't better... uh-ah-oh uh-ah-oh
Now I'm in Japan. See they do have great environments. I like the flames to the rain. I like the whole idea of an entirely different area for the next level. If only they did that for the weapons though. If only I had some ancient Japanese shotgun. Finally, an alleyway, but an alleyway so big it can just be another big circle strafing room :-)
The 'ninjas' need more 1 liners when they jump in, or a less noticeable sword sound. The enemies all look good. Can't complain about that. This level seems to get the enemy introductions correctly.
I have the feeling I'll never get lost in this game. One room to the next. No buttons to hit, nothing to find outside of ammo along the walls of each big room. Maybe hitting a switch or having some area between big strafing rooms would be a little bit of diversity. This formula doesn't seem to deviate from.
There's this awesome misty waterway that I was really hoping I'd be forced to go across and enemies would raise up... but no.
2nd 'boss' reminds me of Wrack's giant smashing robots. Only in Overdose you have a lot more room to strafe. They're slow enough in Overdose that shooting them in the head instead of just the tanking body would have been good for variety sake not having to shoot something in the body to drop it. You can be so far away from them they should just blow up and kill anything near them instead of just disappearing into vapor. But yes, these are just reskins.
And now I'm in the desert. Wow the fans that made this did a lot of good work for the sake of variety. Seeing the giant bones just makes me hope to fight a living version of the creature :-) It would be cool to light the mummies on fire? They are carrying torches after all. I should stop focusing on what I can't do and start talking about what I can do... and that's shotgunning everything (wow shotgunning is a word according to Firefox). Why can't I laser enemies in half? Hmmm.... what about sky enemies? Haven't seen those yet. When do the caccos come in? I see a big clear sky, but nothing swoops down? I see there are enemies that hover, but they never hover far off the ground so it might as well be shooting a standing person.
Speaking of big sky. I have wings right? Why can't I fly or double jump or float jump? Or is that not FPS-ish? Come to think of it... why do half demon / half angels need guns? Well... I guess it wouldn't be a FPS, but I should just be 'some guy' if I'm not going to have any cool unique unto angels and demons superpower magic. I might as well be 'Bob Smith world traveler.' Imagine the cool hawk jumps over pits, imagine picking up enemies to drop them into pits (yes I know not very FPS). Or having holy powers to damage demons or heal yourself, but if you use demonic powers on demons, it only heals them. You can use demonic powers to damage angels that come to rescue you, to bring you up to heaven to be saved, but you don't need saving, so you kill them all and they get mad and send more angels to get you.
I've wanted to quit since the desert first started, it just keeps going from alleyway to alleyway, circle strafing, shotgunning shit down. My mind is just wandering.
Now that I think about it, there's another game that is just circle strafing around tons of enemies, but not linear. Its an old school top down thing.... called Smash TV. Maybe if they made your choice of rooms to go to next it would give a sense of some choice.
Sorry for typing this all out. I think that I'm done. Now I'm looking up who made Painkiller and oh shit Bulletstorm? Well good to see they evolved from what this was.
Last edited by geo on 06-24-13 at 01:57