Post by
MinisterofDOOM »
https://forums.nicoclub.com/ministerofdoom-u16506.html
Thu Sep 18, 2008 8:45 pm
Alright, here's my official review:
The game is undeniably fun. However, it has also INFURIATED me to the point that no game has for years. Maybe longer, or maybe ever.
I don't mind that the gameplay gets repetitive as long as it stays fun. For the most part, that has been the case.But there are some massive exceptions.
The first area that really pissed me the hell off was in the 2nd Jedi-hunting mission at the salvage yard. The part where you enter a large room, kill a few small guys, then battle the first big "junk golem" (I don't recall it's real name). The junk golem fight itself was great. The problem was that all the game's weaknesses coalesced into a massive pile of hot steaming BAD GAME DESIGN in this room. Firstly, EVERYTHING in that ENTIRE MISSION is the same damn rust color. EVERYTHING. Secondly, there are bottomless pits everywhere. The monotone style of the maps severely impairs depth perception and also makes it hard to tell what you can stand on and what you can't. Next comes the imprecise controls, and the fact that Starkiller advances as you make lightsaber attacks. This all combines to make it very very easy to accidentally fall to your death.But the thing that made all these issues phenomenally infuriating was the save points. The game does NOT save once you kill the junk golem. So if you accidentally fall, you have to go through the ENTIRE room again, kill everyone, and worst of all, you have to watch BOTH of the damned "movies" that you've already seen.
Those "movies" are another MASSIVE failure on the designers' part. As I've said many times before and will continue to say as more developers commit the same stupid: there is NEVER EVER EVER EVER EVER EVER EVER a reason to take control of the player AWAY from them during the flow of gameplay. There is NEVER a reason to force the player to look at something. 99% of the time, the player will see it on their own. And if they don't, it's a sign of poor design. There are plenty of ways to draw a player's eyes to a key object without taking control away. Resorting to flying camera tours of a room the player just walked into and can ALREADY SEE ANYWAY is beyond maddening. And making them un-skippable is simply inexcusable. If you can't find a better way to make the player see what you want, you probably shouldn't be in the game design business.
Another huge issue that I touched on above is the poor flow of the controls. It's so hard to feel what the character is doing. Executing combos is frustrating because it's difficult to tell "where" the process is. And transitioning moves simply does not flow. There's a distinct "move a--stop--move b" process to things that tends to annoy. The imprecise targetting system and general sloppiness of in-game actions combine with this to make a very messy feeling game. Fortunately, Starkiller is powerful enough that this doesn't break the game.
And knockback is the game's other GLARING flaw. Starkiller has been dual-trained as a Jedi and a Sith, and he STILL falls down every time someone looks at him crooked. There are times when you're simply stunlocked and cannot do ANYTHING and just die. That is NOT conducive to a fun gameplay experience. There are far too many enemies that can interrupt, stun, or knock you back. I realize some mechanic is needed to interrupt your killing streaks, but once again the developers have taken the simple (or maybe lazy) route instead of coming up with something interesting. Stuns and knockback should NEVER be used as difficulty balancing mechanics. If you have to resort to them, something else is wrong with your game.
Next: people don't survive being in space. I don't care how briefly. I think that's all that needs to be said there.
Still, all of these MASSIVE design shortcomings don't manage to ruin the game completely. I still come to places where I have to quit playing before I put my fist through something. But after I cool down I still have the desire to pick the game up and keep playing.