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1. I hate it when games bind an action to the triggers that requires the player to keep pressing it repeatedly. The triggers are not made for quick clicks. Using the A button would have been much better than this. I remember when the game Indigo Prophecy had mini games bound to the triggers where you had to alternate pressing left and right as fast as possible. I realized that this would have been MUCH easier on the PC keyboard or the PS2's digital buttons. The other result of using the triggers is that for a melee attack I feel distant from the action I am performing. The half-second it takes to move my finger the entire way down on the trigger, my character is already performing the action. This creates a subtle disconnect between what I am doing physically and the action on screen.
2. Jumping is bound to clicking on the right hat switch? It it is that hard to press, why even have it in a game? Clicking on the hat switch is very hard to perform when you are turning the same thumbstick.
3. Why so many buttons for switching weapons? Again, it seems like a waste to not have jumping using one of these buttons.
General gameplay issues:
4. Floaty physics. It seems completely crazy to have a character pushing around couches, huge tables, and other objects like they were litter on the street. I constantly had furniture thrown around, over, or pushing the object I wanted away. I kept picking up the wrong object because a couch just slid through the kitchen like it was on ice.
5. The camera is way to far away from the action. Now for the frenetic pace of the enemies moving at you, it makes sense. However the rest game does not seem to be built for the camera distance. The items are VERY hard to really see what they are before you pick them up. Will I throw the item? Will I swing it? How do I sing it? Straight ahead, to the side, or some other way? What are the things on the ground with the pulsating circles around them? I sure can't tell what they are because it is too dark and the camera is too far away.
6. The characters move too fast. Both the player and the monsters move insanely fast for the environment they are in. I kept feeling like I was sliding around on ice at an insane rate as I ran around. It may have just been the environment of the demo, but I have to imagine there are similar tight spaces the player is made to move around in.
7. the CONSTANT vibration. Why is my controller constantly vibrating in my hands as I attack enemies? Even when I am not hitting them it vibrates. CONSTANTLY. I would pray that the full game has a way of turning this off. What a pointless use of the vibration feature.
8. It is WAY too dark. I understand mood, but this is ridiculous for a fast paced game like this with the camera floating so distant. I don't feel like I am enjoying any of the art or animations, because I really cannot see it. (maybe that was the intention)
9. Too many crappy weapons. I kept having to hunt through all of the bad weapons I was pushing around the map as I fought for the good ones my character would magically like. In a game like Dead Rising, crap weapons were alright. You had time to really look at the weapon before you grabbed it. In MM the action is very fast, the physics keep moving objects, and the player is hunting for the one his character will like. Why have the crappy ones?
10. Character preferred weapons make little to no sense. Am I supposed to know what my character will like? Or did the devs just want it to all be up to chance? A toilet plunger makes one character become a killing machine while the chair or metal lamp do only moderate damage.
I could go on, but I will simply add a few quotes from some reviewers that sum up my feelings.
"Monster Madness fumbles the first part of that formula by saddling you with a control scheme that's counterintuitive and overcomplicated."
- Official Xbox Magazine
"A counterintuitive control scheme, oddly balanced difficulty, obnoxiously repetitive combat..."
- Gamespot
"...go into it knowing that it offers some problems that you thought that developers destroyed years ago. "
- Game Informer
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