Max Ammo Review — Defend the Earth… in Style

Max Ammo Review — Defend the Earth… in Style

Nov 29, 2016

Max Ammo may not be the hero we need… like, ever.

The game storyline starts with Max, a supposed “hotshot” with military experience, being welcomed to the “Agency.” An alien invasion is in full force, and it’s time to get to it.

The player gets to control Max in this chaotic environment, taking on said enemies in droves. The visuals are a big part of the game, and they invoke a series of urban environments, ravished by what can only be this alien war. The graphics aren’t necessarily scary; they have a fun quality to them, but the aliens are definitely the life of the visual party, what with their grim movements and such. All in all, it is an interesting presentation that helps frame the gameplay effectively.

The action itself is in the vein of a leveled cover shooter. Sort of. Our guy looks to advance in a set area strewn with debris and structures; using these objects as cover, he takes on enemy reptiles that shoot back and more. It’s simple really — he ducks by default, and rises (and is vulnerable) to shoot. Take the enemy out, collect the discarded goodies, and make it to the endzone.

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Yep.

Except, those aliens get craftier as one goes on, with better armaments and protective gar. After a while, the challenge gets harder, with big bosses elevating the game to true cover shooting territory.

Thankfully, the player gets opportunities to craft better gear and such. The crafting piece is fairly involvd, but the game does a great job of walikng the player through it. Better weapons and even game modes are unlocked by progress, and there all sorts of challenges, including time trials. Processes can be expedited with real cash, but cash doesn’t seem all that neccessary at the onset.

If the game does take a knock, it would probably be for its focus: this is a lot of the same. Still, it is so hard to put down, and manages to me interesting over time.

Robocop Review

Robocop Review

Feb 23, 2015

Poor old Robocop has had a bit of a curse when it comes to licensed products, particularity on the video gaming front. Does Glu capture what it means to be a nigh invinceable steel titan?

screenshot_2014-01-15-16-46-24Robocop’s gameplay is a bit like a dumbed down third person shooter. Hiding behind cover the player must pop out and spray down enemies that constantly filter into the area in front of them. Like any shooter timing your shots and taking cover from enemy fire is important. The player also must change cover shots to avoid sniper fire. A “scan” function can pinpoint weak points on enemies. Weak points either kill enemies nearly instantly when hit or disarm them. Disarming enemies allows you to arrest them which earns bonus resources.

There is nothing wrong with Robocop’s gameplay. It is however kind of repetitive and the shooting action lacks any visceral impact. Enemies kind of fall over silently and your guns just don’t feel punchy. Fighting robot enemies is more fun since they explode when they die and come for you relentlessly.

Robocop features a familiar strengthening system where resources can be spent on boosting Robocop’s stats. Most of these upgrades are really minuscule, such as adding 1 health point or slight, slight increasing damage. The really annoying part of this is that periodically though the upgrade tree the player must spend large amounts of resources on Breakout nodes that unlock new breaches of abilities. These are quite common and have a chance to fail to unlock, wasting the resources you spent. This all but forces players to spend large amounts of their other resources to avoid the chance of the upgrade outright failing and wasting their stuff. This is a terrible idea.

Screenshot_2015-02-18-15-57-29Freemium is well and truly in play in Robocop. Weapons cost so much money in game that it will take months of play to afford even the weakest ones. For example, a basic shotgun costs about 3000 gold. That much money in in app purchases is $20. For one virtual weapon. One of the biggest insults is the constant begging to watch a video for currency. Watching a video awards one gold. One. Robocop is playable without spending money in a basic way, but if you want any cool weapons expect to pay and pay a lot

Robocop has more popups than any game I can quickly think of. It is needier than any girlfriend. Between levels there is an ad for another game that can’t be dismissed for a few seconds, another popup suggesting you buy a first aid kit or whatever, other ones telling you that you have enough resources for an upgrade and ones begging you to watch videos for extremely small amounts of resources. It also insists on constantly sending notifications. The sheer amount of interruptions makes playing Robocop infuriating.

Robocop is a somewhat playable but very annoying shooter with too many popups, ridiculous in app purchases and gameplay that gets dull rather quickly. It’s worth a look for fans.

FRONTLINE COMMANDO 2 Review

FRONTLINE COMMANDO 2 Review

Mar 14, 2014

Frontline Commando 2 is an urban shooting game that combines several elements into a tidy package.

It is an interesting cover system game, in that it isn’t just a simple matter of shooting and ducking from end to end. The game engine works within the gameplay to create situations where opportunity costs definitely come into play. The general idea is that the player controls a team of commandos, each with life bars and offensive and defensive attributes; waves of enemy soldiers come in in a host of different environments, and it boils down to a level-by-level battle of attrition.

The action is swift, and, just as in the original, is presented in third-person, which works for the gameplay. The FC1action areas are usually visually slight but quite wide, allowing for fairly liberal side-to-side movement, with the protagonists mercenaries occupying the foreground, and the enemy further “up” visually. The controls are spread out, with the shooting button nestled with the duck buttonThere is a sighing mechanism hat is easy to manipulate via gestures; placing it on the enemy and hitting the shooting button fires on said enemy, and if/when the enemy’s life bar is depleted, he is neutralized. Shooting automatically lifts the player out of the cover position, and he remains there until the cover button is tapped.

Now, the enemy gets craftier as progress is made; one weapon to be wary of is the tossed grenade. When one is tossed, there is an ominous red symbol shown on the screen, and it is time to GIT. Direction buttons on either side of available screen show up, and tapping them causes the lead character to hustle to another cover point. Then, snipers appear, as well as boss type of players with special body armor that need even more than usual damage to dispatch.

On the other side, completing missions earns action points and game currency which can be used to recruit players and upgrade weaponry and training, all of which are crucial for continues success. And real cash can be used.

It has smooth graphics; the animations are well designed. It is bloody, but not overly gruesome, and has the gritty looks we almost expect in these type of games.

I would have liked a more homogeneous menu system, but it’s tough to whine about that with innovative branches like PVP mode included. All in all, it a compelling free-to-play sequel, and fun without being pigeon-holed.

LAWLESS Review

LAWLESS Review

Mar 5, 2014

LAWLESS is one of those games that appeals to our collective decadent side. It is a game from powerhouse Mobage that is able to combine a few different elements into a neat (but explosive) package.

It is a career crime game, perfect for the straitlaced do-gooders out there. To begin, the player has the option of selecting his/her main character, which is decked out with weaponry and tasked with being good at being bad.

The gameplay is a unashamedly arcade-y in nature; the graphics are made to highlight gunfire and explosions. The natural behavior of the protagonist characters is to duck behind obstacles: corners, upturned vehicles, sofas and such, which are all in the foreground. Further on out, different opponents run into view, looking to destroy the law1player’s crew of misfits. Getting rid of these enemies is done by tapping them on the screen, which makes the shooter(s) pop out from behind cover to fire on them. Red health bars are a measure of life on both sides, and depleting that of the enemy is the name of the game. The game is leveled, with boss baddies making appearances at junctures.

The game incorporates some nice animations to enhance the aforementioned arcade feel. For example, shooters dashing from one end of the screen to the other generally provide a hard target to hit. The powerups — grenades, baby — are another element that adds to the game. The bullet-riddled environments are decently done, and the artwork is sustained indoors and outdoors.

A big element is cash/gold mechanism. They are earned by success, and can be used to buy more weapons, as well as getting more specialized helpers on the team. Facebook can be used to recruit friends, and in-app purchases are available. There is a monthly Live Event feature also.

Call me a wuss, but there is something a bit disconcerting about shooting at LEOs. For all the high-falutin’ action and explosions, the gameplay is often the same, albeit clothed in different looks.

Still, it’s a fun game, with great social portions and a career ladder that would make Al Capone swoon. It’s free to play too.

Epoch Review

Epoch Review

Jun 3, 2013

Epoch is a fantastically laid out cover shooter that does a remarkable job of bringing the robots that make up the gameplay to life.

For backstory, we have a never-ending war between robots that masks the mystery of what happened to a past civilization. The only way to piece it together is to fight through waves of enemy robots.

The built-in tutorial helps you along in this battle of metal. Waves of enemy combatants migrate towards our singular robot, who starts off with a low level gun. To move around, swipe gestures are employed, and they control movement. To shoot an opponent, the opponent just needs to be tapped; aim on that robot is maintained till the robot is destroyed, epoch1or another target is selected. Or our robot is destroyed. To gain an advantage, the right balance of cover and attack has to be maintained.

Eventually, in addition to a gun, replenishable grenades and missiles become available.

After overcoming a wave and earning points that translate to cash our robot picked up supplies from other robots. This, in my mind, was another ode to realism. The collected materials are useful. The game cash can be used for valuable upgrades, as the quality of opponents and their arsenal increases. I liked the game purchasing system. Current equipment can be sold to help pay for new stuff. In-app purchasing also exists to expedite progress.

The post-apocalyptic scenery is startling in the dichotomy of emptiness and packed destruction; the danger and despair can almost be tasted. The city remains are the perfect backdrop for this type of game, and create natural feeling perches and covers from which to pop up and do damage. The excellent use of colors pretty much dictates the overall feel of the game, with dark hues effectively highlighting hopelessness. The robots looked realistic, inasmuch as one can imagine robots. The movements and animations had a mechanized degree of life-like-like attributes; the rolls, ducking, leaping and landing all just seemed to obey the major laws of physics.

Simply put, I enjoyed this game a great deal. The gameplay is simple but engrossing, and the game commerce makes sense.