This game really brings back that
arcade feeling where realism be damned, a scorched earth policy is the only way to go.
Arcade mode is just like the classic
arcade feeling where the borders take up most of the screen on both sides of the game.
Not exact matches
So we needed to create a design that was lively, fast, and,
where possible, really
felt like an
arcade game.
When Sanctum released it carried that ambiguous look and
feel of an Xbox Live
Arcade title, and we're excited to see the next chapter land on XBLA
where it belongs.
Where as the last game
felt like a cross between
arcade and simulation, Shift 2 Unleashed is shortening the gap between this game and a pure racing sim.
As a result, the half dozen hours it takes to run through the campaign - a generous advance on the relatively slim run time of Star Fox 64 - can
feel bloated, and a grimly challenging final stretch
where the camera does its best to get in your way is likely enough to make you think twice about heading into the
arcade mode that's unlocked upon completion.
It almost
felt like an early
arcade racing game
where the steering wheel effort doesn't exactly seem to correlate with what your car on screen was doing.
Outside of the career mode you've also got the ingenious named
Arcade mode which is
where you can set up single races to compete in, should you
feel like just jumping in and playing a round or two.
Now there's another mode called Character Episodes
where each character not featured in the main story gets a single one - off fight with some light exposition that sort of
feels like it was cut out of the
arcade mode.
Also, at the point
where XBox Live
Arcade was beginning to
feel like a novelty we had Shadow Complex this year.
The game is trying to deliver an old school
arcade feel to the game while still being fresh by providing the mention coop mode, a variety of weapons, abilities and gameplay mechanics, and it's set in a type of game mode
where you restart from the very first level each time you start the game or die, while still keeping it interesting with enough diversity to make every play session entertaining.
These games
feel like they fell out of some parallel timeline
where arcades stayed healthy and full of a variety of game types.
feeling, but both the angled view and the 2D «
arcade» camera —
where you view the game through a tiny
arcade cabinet monitor — are novelties.
You might get a hang of this over time, but it
feels like another unnecessary addition to an
arcade basketball game
where making shots should
feel simple.
Okay, these so called professionals all base the game on the plot, uhh, just playing the demo or watching the trailer will immeadiatly tell you this game isnt about plot, the reason i like this game iscause it is a casual game
where you can
feel like you can finish it, you know carrying on through the adventure mode little by little, its not meant for the hardcore, while more gameplay mechanics would of been nice (just using the stick and a button is definatly over used) but the real reason this game is fun, the price, its just # 3 ($ 5) and considering a hell of alot of worse games cost more than double this on live
arcade you could do alot worse, the only thing blocking this from an 8 is the online community is dead, unfortunatly!
While the design of the game is very much «
arcade» in nature,
where the first play through isn't intended to be the whole game but rather racking up high scores and challenging yourself (and others on the High Score lists) to do better, I still want to say that I
feel like there could have been an extra set of «hardcore» rooms, maybe even just 10 or so, that would have required judicious use of all the more advanced features of the game mechanics to get through.
A simple beat»em up game,
where you can control two Van - Damme styled guys, who can beat a whole Ninja army:) The graphics is very simple, but the game gives a little
arcade feeling, which is nice.
Somewhat less retro than its predecessors, it sacrifices a modicum of classical
arcade sensibility for something that
feels closer to virtual reality — especially in the three - dimensional stages,
where rippling planes and grids make blasting deadly shapes just that much more enjoyable.
Some of the fondest memories I have as a child are when my parents would take me to the
arcade and I could in those massive machines
where it would
feel like I was an actual pilot or racecar driver, using a realistic set of controls to get the highest score possible.
In this case, the
arcade original is indeed the best version of the game and also the only version
where you can really
feel that you are getting the maximum from this game.
«But the it's supposed to
feel arcade - like», this comment i would agree with, but however the cars seem boat - like and unresponsive, although its not bad to a level
where the game becomes unplayable.
Well not quite, they say that if there was a section
where a bad guy was throwing barrels at Mario like in the original
arcade game DK might fit as a character, but then added that Bowser himself did that in the final boss battle for Super Mario 3D Land, meaning that DK isn't a character they
feel particularly inclined to include in main series Mario games.