While "open world" sounds like a better option, the Nintendo DS just doesn't have it in it to give that style of gameplay in an over-the-shoulder perspective without the inherent problems like object pop-in and drop-out. Energy walls corral the action to specific places, and when a set quota is met the walls will drop to give players access to the next portion of the leve. The missions keep things a bit more confined but the areas can still be quite massive. You won't be playing as any flying Transformers unless the mission calls for it, and even then these occasional flying missions are specific to the airborne robot. But with a few exceptions all the missions are ground-based. You can still explore the given area as freely as your robot's capable: if the rooftops are low enough you can still get up on top of buildings and hop across the skyline. The game's far from perfect, but there are far fewer exploits and glitches to get in the way of the action. Though you can't go anywhere and do anything like you could in VV's first Transformers game, the enforced restrictions actually make the experience better. It appears that Transformers: Revenge of the Fallen uses the same tech that Vicarious Visions built for the first title, but the team definitely wrangled back the production a bit. Where the designers tried to give gamers the "open world" style of gameplay on the Nintendo DS with the first Transformers, the system's hardware restrictions got in the way of the developers' intentions.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |