The urgency to wipe out
enemies on screen keeps the momentum of the action constantly moving, yet still rewards players for taking the moment to explore their surroundings and discover helpful secrets.
Not exact matches
It takes a great deal of trickery to make such a farfetched premise fly, so credit director Tony Scott (Spy Game,
Enemy of the State) for
keeping the action and drama moving at a brisk enough pace to
keep out minds engaged more in the events as they unfold
on the
screen, only realizing that, in the end, it doesn't quite hold up to close analysis.
However, there is one area where the Wii U hardware fails to
keep up: the number of
enemies shown
on screen.
Gameplay in Wild Guns Reloaded involves around your character shooting at any threat
on a static
screen where you see the
enemies keep popping out left and right, either hidden in the background, or rushing to attack you directly
on screen.
Finally there's a
screen - in -
screen mechanic in place that can be set up to do things like let you watch the other side of a planet so that you don't constantly have to pan round to
keep an eye
on enemy movements.
However, there is one area where the Wii U hardware fails to
keep up: the number of
enemies shown
on screen.
The style
keeps you coming back for more though; my 12 - month - old was laughing and following Shantae all over the
screen as I was jumping
on flying carpets and knocking out
enemies, so that counts for something.
Holding your finger down
on the
screen keeps you shooting and moving, but letting go of the
screen caused your ship to vacuum up any coins from fallen
enemy ships.
As long as the
enemy can be
kept on one side of the
screen, you'll have a good chance of surviving.
Enemies attacks are interesting to watch, making full use of the stereoscopic 3D
screen and are clearly detailed, which is required when you have to
keep an eye
on the smallest of tells from the
enemy to know which attack they're about to unleash against which brother.
There's simply not enough precision granted with the PlayStation 3's gamepad; the guns feel light and are more than happy to wildly lead across the
screen as you struggle to
keep iron sights
on enemies in the midst of explosions.
All the issues the camera previously had with manoeuvring through tight spaces and
keeping enemies in view have sadly been inherited from its console brother, and are made more disorientating than ever
on a portable
screen.
Another example, and one of the more frustrating one is later
on in the game you are set with defending a base, don't worry I don't put spoilers in my reviews, from hordes of
enemies trying to destroy certain objects that you need to defend, and it is one of the worst missions in the game simply because the game mechanics
kept fighting against me with everything it got, but after quite some time, and numerous retries I finally managed to complete the first 4 or 5 parts of the mission, and the game had me then racing up a mountain chasing a plane which I then had to try and get onto, which again, is fine, but when the game freezes up
on me and blue
screens and puts me back to the dashboard, only to have me reboot the game and starting that mission all over again, that was almost the last straw for me.
Thankfully, Housemarque also delivered
on this front, with Alienation
keeping a steady 30 FPS framerate at all times, even when the
screen is full of
enemies and special effects.
Gameplay in Wild Guns Reloaded involves around your character shooting at any threat
on a static
screen where you see the
enemies keep popping out left and right, either hidden in the background, or rushing to attack you directly
on screen.
Keep Ubi afloat by placing balloons
on the
screen directly beneath him, destroying
enemies and dodging obstacles.
The goal of the game is to
keep Ubi afloat by placing balloons
on the
screen directly beneath him, destroying
enemies and dodging obstacles.
One mission erupts into a frantic police chase that relies
on your driving skills, or rather your ability to
keep the Interceptor driving in a straight line, while others have you in control of an overhead UAV, tapping targets with the touch
screen to activate air strikes
on unsuspecting
enemies.
Simply put, a fiery bar
on the right hand of the
screen starts depleting following an
enemy kill, and it's then up to you to
keep the combo alive for as long as possible, by taking out further
enemies in an inventive and unrepeated manner.
Lock -
On System: An all - new Lock - On System keeps the enemies in sight and the action centered on - scree
On System: An all - new Lock -
On System keeps the enemies in sight and the action centered on - scree
On System
keeps the
enemies in sight and the action centered
on - scree
on -
screen.