hmm, no impressions here?
Why do my guys keep dying? I pick up the ones that hit the floor, but some of them just die in their boxes? I'm missing something here I'm sure.
You have to eliminate all the keepers to free the humans from boxes. if you don't defeat the keepers needed after a certain time, the human in the box dies.Why do my guys keep dying? I pick up the ones that hit the floor, but some of them just die in their boxes? I'm missing something here I'm sure.
The keepers are the things that run along the sparkly trails?
There's a manual, but it doesn't explain that stuff.Yeah I'm not clear on that stuff either. Is there a tutorial or menu with instructions and explanations? I just started playing lol
Yes, though some glow green too.The keepers are the things that run along the sparkly trails?
Yeah I'm not clear on that stuff either. Is there a tutorial or menu with instructions and explanations? I just started playing lol
It took me a while to realize I needed to save the little guys, and then more time to figure out where to take them. HD Defender is pretty amazing though.
How do you free humans from their boxes?
Ok thanks.Kill the green enemies. The game announces when there are some to kill. Find them, kill them all, they'll unlock a human with an effect showing which box.
hmm, no impressions here?
This is as good an impression as any.
In-game updates (via the computer voice, i.e. "weapon upgraded") come from the controller. I've tried two games so far (this and Knack) and they both use the controller speaker. Very cool.
When you explain it like that it sound like what they are doing is somehow lesser, but this would probably be a 100x easier / less computation intensive to render using actual voxels. Of course you wouldn't then be able to have cubes shaded or to have them tumble and bounce or anything.This game seems so damn awesome, but am I the only one who gets a bit frustrated every time someone uses "voxels" to refer to something that is clearly not voxels? If you understand what voxels really are (volumetric pixels) and how they work, you also realize that a mass of rotating and tumbling 3D cubes couldn't possibly be voxels. They are simply small polygonal cubes. The way the actual levels are built might be similar to a voxel implementation, but what you're seeing on screen is just regular polygons (and particles, etc). /rant
How can you tell how much boost and overdrive you have? I don't see a UI element for either one....
I think that's supposed to be the completion status for a phase/level.What's the blue line at the bottom of the screen for?
This game seems so damn awesome, but am I the only one who gets a bit frustrated every time someone uses "voxels" to refer to something that is clearly not voxels?
When you explain it like that it sound like what they are doing is somehow lesser
From watching the QL the other day, it's progress through the stage before the boss appears.I think that's supposed to be the completion status for a phase/level.
That's correct. Fill the bar and the boss appears. Bombs and lives are denoted in the upper left, score multiplier in the middle, score upper right.I think that's supposed to be the completion status for a phase/level.
Finally got through the PSN "Please Wait" debacle and played a little bit of this.
I never liked Defender back when it was popular, so I came into this game with minimal expectations. After a couple games (in which I played terribly), I have to say that it's a pretty fun and well-executed game, and I'm enjoying it more than I ever liked Defender. That said, I do have a couple complaints.
1 - This is an issue with me as much as it is with the game, but the fact that they chose to use the right stick to shoot causes me to try to shoot up or down whenever I have enemies above or below my ship. That muscle memory is built in at this point, and I doubt I'll ever get over it. I didn't look through the options - can you set fire left/right to square and circle or something?
I also would prefer to have bomb on R1 and Overdrive on R2.
2 - The loading times between levels is kind of a bummer. Fast arcade action should be, well, fast. Having to stop and look at a loading screen every time you advance a level kinda sucks. It's not the biggest deal in the world, and it's probably a symptom of being a launch title, but that doesn't stop it from being a bit of a drag.
I love it, but man some of these humans have no chance to get saved.
1. Adapt your muscles
2. Can't you reconfigure the layout through an options screen on the title page? You could on SSHD, can't see why you couldn't with Reso