You'll travel to Vietnam, Afghanistan, Germany, and Russia. There are plenty of snow scenes, which is always a plus. It's fun to weed out enemies one by one, and the auto-targeting system lets you pick off several in rapid succession. The graphics are comparable to the console version, and I don't mind using the edge of the touch screen to access grenades and other special weapons (less buttons to remember).
The commercial for this game highlights its on-line multiplayer mode, but Declassified packs enough single-player challenges to keep you busy. The campaign only has about 15 missions, but you also get time trials and a "hostiles" mode. Hostiles is like playing on-line, except you fight against wave after wave of CPU-controlled players. High scores and best times are recorded for all modes.
If there's one thing I dislike about Declassified, it's the uneven mission difficulty. That second mission is absolute murder! You need to save groups of analysts being held hostage, and it's really tough to prevent them from getting shot. It must have taken me 100 tries to get past that one. The key is to use a flash-bang to buy yourself extra time. In the end, Black Ops: Declassified is not the epic experience of the console game, but it doesn't try to be. It's simple yet satisfying shooting action on-the-go. © Copyright 2013 The Video Game Critic.
I nearly wrote off Dariusburst right there, but then I tried the CS mode, which is apparently one of those "score attack" modes. You select between several stage "routes" and high scores are saved (provided you complete the mission). Unlike the arcade mode, this one is actually playable. The objects look sharp, your score is clearly visible, and the gameplay is not terrible. It feels rather dull at first as you unleash rapid-fire shots while scooping up red, green, or blue pods.
Then things get interesting as you find yourself swarmed by literally hundreds of small enemies moving in looping formations. It's not as overwhelming as it sounds, and it's fun to concentrate your firepower into the mass of swirling objects. You also have a high-powered special weapon and the ability to fire backwards.
The bosses are where the game falters. The fish-inspired behemoths aren't especially interesting and don't have a life bar. Instead of deteriorating they pretty much retain their shape until beams of light finally pour through their bodies, signalling their peaceful demise. Lame! An overwrought orchestrated musical score features female vocals that reach operatic levels, but it doesn't match the pedestrian gameplay. Dariusburst lacks punch, but if you're looking for a side-scrolling shooter for your Vita, this will qualify. © Copyright 2017 The Video Game Critic.
Its captivating intro culminates with a scene of a distant castle, giving me warm, tingly memories of Dragon's Lair (Philips CD-i, 1994). The medieval scenery looks spectacular but the exaggerated character design is something else. My female "Amazon warrior" has so much junk in her trunk you could set a round of beers on that thing. And the witch's cleavage is just all over the place; it cannot be contained.
The tutorial introduces dozens of moves available via combinations of buttons and analog sticks. The digital pad is dedicated to inventory, and that's too bad because double-tapping with an analog stick (to dash) is awkward. Touch screen controls have also been incorporated because they could. I guess it's convenient enough to tap on a treasure chest to have your thief open it, but I wish my character could open a damn door on her own.
The hack-and-slash combat is not as satisfying as it should be. When you hit enemies they just sort of blink red, and they can absorb dozens upon dozens of hits. When your four-character party is fighting a horde of goblins, the screen is so awash with bodies, spells, damage indicators you can't really tell what's happening. I'm not sure how the continue system works but I use them a lot.
The boss battles are so long and exhausting I just want to save and quit whenever I get done. I like how you're instantly transported back to the tavern after a quest, but sorting out the spoils is confusing. In general the menu interface is awfully complicated. I love the Dungeons & Dragons vibe of Dragon's Crown, but I feel like they went way overboard in just about every conceivable way. © Copyright 2019 The Video Game Critic.
Once you grasp the concept, it's fun to "fall" across town and land on the side of a building, or vault between huge floating chunks of debris. Is it disorienting? Hell yes, but it's also exhilarating to alter your center of gravity at the press of a button. The fact that you don't sustain damage from falling any distance is part of what makes the game fun. You might fall to the ground in a heap but you'll be no worse for wear.
As you try to uncover your identity you'll talk to characters around town, battle monsters, and become embroiled in a storyline involving a shape-changing villain. The stylish graphics are anime-style, but there's really not much to see. The controls are a bit touchy (especially when aiming with the right thumbstick) but forgiving - especially during combat. Most of your enemies are black blobs with big red eyes. Guess where their weak spot is!
The game moves at a brisk pace and there are frequent auto-saves. A few of the fetch and stealth missions tested my patience, but since they were short, I wasn't deterred. The cut-scenes are presented in comic-book style cels you page through by swiping the touch screen. It's fun to watch the story unfold in these colorful, semi-animated scenes. The makers of Gravity Rush clearly knew what they were doing. This is a very thoughtful and original title that really works. I don't think I've even played anything like this before and that's saying something. © Copyright 2013 The Video Game Critic.
The courses look gorgeous (as usual) with their rolling green hills, tranquil lakes, and quaint farms. You'll spot occasional wildlife including rabbits, cows, chickens, and bears (what?!). The golfers are likeable anime characters that react to shots with unbridled enthusiasm. World Invitation offers some alternate variations of the three-press swing - like a circle that shrinks to the point of impact - but it's always the same idea. Aiming and gauging the power of your shot is important, but that's just the tip of the iceberg. You need to take into account the wind, the ball lie, the pin placement, and what kind of spin you should apply.
Weather is also a factor, and it tends to change abruptly. One hole will be played during a downpour, while the next is played under a clear sky. I personally would have preferred more gradual changes in conditions. Still, I like how the courses represent the various seasons. In the Strokes mode you not only earn a score but also rack up points for special shots. I like how during approach shots concentric circles appear around the hole to indicate bonus values.
The enjoyable Challenge mode is a series of short contests (typically nine holes) of increasing difficulty. Points are used to unlock new characters, courses, and miscellaneous items like outfits. The action moves at a brisk pace and your progress is auto-saved. You can play 18 holes in just a few minutes! Frankly, I could play this game all day. Quick, fun, and addictive, Hot Shots World Invitational is everything a portable game should be. © Copyright 2013 The Video Game Critic.
The sprawling citiscapes make you feel part of a larger conflict, and the mission briefings are pure sensory overload. The stages themselves are a lot less interesting as you trudge through crumbling buildings and industrial facilities with a lot of elevators. The character models look terrific and professional voice acting reinforces the notion of a no-nonsense military operation.
The controls are well designed, and I like how you actually need to aim to kill targets (unlike most modern shooters which rely heavily on auto-aim). It is annoying however that you have to reload on a constant basis. I wish the thumbsticks on the system were a little higher, as their low positioning can cramp large hands. The touch controls are basically limited to melee, and they provide an efficient way to administer a dagger to the throat.
The missions usually have multiple objectives such as rescuing people or blowing up some ship. Some stages are coop, which is nice because you can count on somebody to bail you out of tight spots. The ability to acquire new arms from a dealer adds depth, and it's fun to use the remote stealth robot to "thin out" enemies ahead.
The missions are easy to follow with frequent checkpoints, but they can take up to an hour to complete. That's a serious problem for a portable title, especially when there's no ability to save during a mission! I felt a definite sense of relief when my mission was complete and I saw that saving icon. Killzone Mercenary is yet another example of Sony not "getting" the portable market. It's a quality shooter but its time demands are hardly ideal for on-the-go gaming. © Copyright 2014 The Video Game Critic.
In the first game you guide a rolly-polly character around a meadow by using the rear touch pad to create bumps and ridges in the landscape. It sounds like a lot of fun, but it's remarkably non-intuitive and aggravating. Other games challenge you to knock down robots that appear in doorways (by tapping the screen) or skydive through rings (by tilting the system).
"Bots Invasion" is a first-person shooter that uses the camera to make it look like your targets are flying around the room you are in. On the surface, these concepts sound promising. In reality, they feel like repetitive chores. And the situation is even worse than that.
The games are downright annoying, so you'll want them to end as soon as possible. No chance of that, as each requires you to persevere through ten grueling, time-consuming waves. You really can't put a price tag on this kind of misery. I would say Little Deviants should have been shipped with the system, but that may have triggered a deluge of returns. I guess it's best that this ill-conceived title remains as obscure as possible. © Copyright 2014 The Video Game Critic.