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Just tried Coded Arms and...

ourumov

Member
It isn't that bad as I thought. So far only completed the training level and the major problems I've found are with the controls. Graphics and concept are pretty good...Unless the game is 100% the same from beginning to end I could see myself liking it.

Actually the game seems much more fun than Acid! which in my opinion was pretty tedious and repetitive after the initial shock: "OH it's Metal Gear !".

This gives me hopes for other games like Tenchu, Sengoku Cannon or Shouttokou Battle...
 
"Shouttokou Battle..."

NalasEyes.jpg
 
Jejeje...Still remember ShoNuff/yours impressions and shake of fear ! :lol :lol :lol I just want to try it. I know it will be probably a piece of crap but well, I want to try it.
 
mrs Charlies brother bought SH Battle. He'd not opened it but had brought it round to the house. he could only afford one game before returning to Italy

Brother : "is it any good ?"
Me : "Um... do you want me to lie or tell the truth?"
Brother : "Lie ..."
Me : "it's fucking rubbish"
Brother : "Truth..."
Me : "it's one of the worst experiences you'll ever have on any games system. it's beyond "fucking rubbish"
 
What was wrong with it, BTW? A store somewhat near my house actually had this game and I was able to try it out for a few minutes. I was disappointed in the lack of the free wander mode (or whatever you call it), but it didn't seem bad. Obviously, though, you can't judge from such a short playtime...
 
that's basically it
Traffic ? PAH! forget it ! Cars have been banned - except yours and your opponents ! ;)

so basically, the game devolves into drag racing, with the weaving fun of the previous versions AWOL.

Highly disappointing.

Someone i know finished the game - he kept playing and playing thinking it was suddenly going to throw up a load of traffic... it never happened. He's a massive SHB nut too.
 
I saw Coded Arms for $30 a couple of weeks ago so I grabbed it and have been enjoying it for the most part. Took a little time to get comfortable with the controls - I'd normally play with inverted freelook but for some reason I found that I was more comfortable without the inversion in this game. Just about everything is customizable about the controls so you can spend significant time getting it just the way you want it.

The game is clearly an evolutionary throwback to earlier forms of FPS in some ways - mostly in terms of AI - but it manages to be a compelling enough run-and-gun experience. For example, the game ambushes you with timed events (find the exit before the clock runs out) and room lockdowns where you're locked into the room you just entered and are forced to survive several waves of enemy attacks before you can leave.

The randomization of the level design is not purely random because each level adheres to a few parameters - i.e. each level consists of specific room types that are defined by composition of enemy group, pickups present and level exit points but just about everything else is randomized including physical configuration of the rooms, environmental hazards and other incidental objects. Its a good compromise, I think, because if you try a specific level multiple times, you at least know how much of an enemy presence you have deal with and what ammo/power pickups you have to look forward to.

I really like the game's consistency in the presentation of the main theme of the game, that this is a virtual world you are jacking into. From the way you enter and exit levels, the way you die, the destroyed enemies and objects have their code removed, the way rooms you haven't been in before get drawn in. And while there are only 3 main themes to the levels - base, city, ruins - there are different skins within those themes that keep things varied. I've seen three distinct skin types for the ruins themed levels so far - Aztec, Egyptian and alien.

The game also employs some light RPG aspects around weapon and personal augmentation, plus has a rudimentary system for matching weapon types against enemy type for more effective damage effects. Electrical energy weapons are better against robot enemies and laser energy weapons are better against bug enemies, for example.

It's not an advancement of the state of the art in modern FPS but as a sidebranch into making a portable, pick-up-and-play FPS experience, I think that Konami's team has done a decent job.
 
interestingly, i picked up a cheap PSP last night (13,000 yen! woot) and picked up Coded Arms while i was at it.

I concur, nowhere near as bad as i was expecting.
 
I too agree, Bought it a month ago I have played through quite a chunk of the game. I think if you have the right expectations it is a descent game. If you want great level design, deep story, and interactive world don't look here. But if you want a portable game with a boatload of guns, lots of bad guys to blow up, and some pretty frantic action in places it is descent. three stars out of five.
 
ourumov said:
This gives me hopes for other games like Tenchu, Sengoku Cannon or Shouttokou Battle...

Tenchu is an awesome game and should not even be mentioned in the same sentence as crap like Shutokkou Battle.
 
sengoku cannon is actually really cool if you can get over the horrendous graphics. it makes a bad first impression, but give it time to grow on you. overclocking fixes the slowdown, though not the 30fps.
 
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