It's more than past time to wrap up this review before it becomes
longer than the actual game (if this took you more than 20 minutes to read, it is longer).
Not exact matches
The main issue is that this
game has favoured story telling more
than gameplay a bit too much and thus the exploration and narrative sections are
longer that the
actual fire fights.
Though we're assuming that the above image is a target screen rather
than an
actual in -
game image, developer City Interactive is promising that the use of Epic Games» ubiquitous engine is allowing them to create an Xbox Live Arcade title that boasts «visually stunning, large - scale environments with impressive
long - range vistas and expressionistic lighting.»
Don't get me wrong, it's a ton of fun but the enjoyability factor doesn't last much
longer than an
actual sliding tile
game.
So, as
long as they aren't directly using trademarked names (say like calling the show «Super Mario Bros.,») music samples
longer than 30 seconds, replacing the
actual games series, etc...
Also, most selections within menus outside of battle result in a brief freeze for the entire
game, and the launching of the
actual application takes a bit
longer to move on from that transitional black screen
than usual.
The
game is just a blast to play, so
long as you're more entertained by
actual wrestling
than the extra glitz and cheese that goes along with it in the U.S.
Hopefully it won't be
long until we get to see some more in -
game screenshots and
actual gameplay footage rather
than a revolving bike model render.
Felt like it took
longer to role the credits
than it did to play the
actual game.
It can still feel a little too disconnected from the player, sometimes playing out more as a sporadically interactive movie
than an
actual game thanks to
long periods of player inactivity.
But what
actual benefit is there to it for us, the
gamers, that makes it a «let's buy an Xbox One» thing, rather
than a «as
long as we have an Xbox One, why don't we go ahead and get Minecraft?»