Shit starts to get kinda crazy later on when they start throwing multiple soldiers at you all carrying different plasma shields (you have to charge up Gram and hit them with the corresponding plasma type in order to break their shield... meanwhile, you're getting shot at... a lot) in a confined space with locked doors (you must kill everything to progress).CMoon wrote:I think this is what needs to be kept in mind. I bought the full version of strider more out of brand loyalty than anything else. I'm enjoying it, but there are a lot of poor choices being made here (soundtrack, controls, etc.) My primary one, which I had before I even played the game is that if you are gonna throw a ton of bullets at the player, give the player a way to dodge/mitigate them from the very start. As things stand, the bullets are a weird mechanic that work almost like the sword in Shinobi that eats your life constantly. Since you can't dodge bullets, you must kill enemies quickly to get enough healing from them to balance the loss. Fortunately you get the reflect cypher, but why not out of the box so you don't to invoke this weird (and not particularly satisfying) mechanic?
Haven't really played that much yet coz life is too busy, but I'll admit I'm having fun with it. Wasn't expecting Strider 3; expectation were very low. Better than Moondiver!
One aspect of the game that I really don't like is that many of the environmental hazards that are strew about to coral the player in the direction that the designers intended essentially kill you. You don't simply get knocked back, you witness Strider's death animation (that cool light explosion) and are then respawned with some missing health nearby. This was clearly done to try and prevent sequence breaking. There are also far too many invisible walls (why can't I climb up here or on this surface... oh, because the designers don't want me exploring that).