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 5/10 Good --- blogcritics.org http://feeds.feedburner.com/bc/gaming_nintendo
| A sinister cabal of superior bloggers on music, books, film, popular culture, politics, and technology - updated continuously. ... |
Tuesday, April 29, 2008 --- 87 days ago http://feeds.feedburner.com/~r/bc/gaming_nintendo/~3/15857397/040916.php
| Being the second attempt from Capcom to branch a key franchise into a melee fighter (the first being Onimusha Blade Warriors ), Viewtiful Joe should stay in the platforming realm. Red Hot Rumble is a mess of scattered concepts, ideas, and failed execution. It's completely unplayable with four players, the games key draw, and one-on-one battles are incomprehensible.
It's hard to imagine another game this hectic. Things randomly happen, collectible items appear from nowhere, collision detection is spotty, the controls (especially when it comes to double jumping) are touchy, and the fighting engine is an afterthought. Rumble's biggest issue is that it's stuck in an identity crisis war with itself.
For only having two attack buttons, it's amazing that the player feels like they have no control over these characters. It's mostly due to this being an ADD nightmare of fighting games. The basics are no different from Joe's other gaming endeavors, including platform hopping, enemy bopping, and items dropping. The problem is, each round of the fight is something different, and the actual brawling takes a backseat to something else.
At the start of a round, you're told what the goal is. It could be beating up your opponent, taking out a boss by causing more damage than your foe, knocking out enemies that appear, or rapid collecting. Actually hitting and draining the life bar of your adversary is useless aside from a small points b ... |
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