![]() There is no way to remove a harvesters other than self-destructing it, which knocks another level off each surrounding hex, along with sinking the main hex down into the abyss. For example, the harvesters knock its own hex and all surrounding hexes down one level at the beginning of your turn (hexes brought below level 1 crumble apart). Regardless, there is can be a surprising bit of depth to the shenanigans. The goal is to use all of those things to remove your opposition from the map, sometimes quite literally. Whereas in an RTS-style game you can have three factions with totally unique units and hundreds of different forms of interaction, Greed Corp is pretty simple there is one walker unit, one factory that builds walkers, one cannon, one consumable unit that flies walkers to a different hex, one harvesting building, and the resources being harvested is the terrain itself. Greed Corp is a strategy game that is a lesson in efficient and frugal design. I still WASD’d my way through the game anyway, but it was seriously annoying how anyone thought “Tab + number” was a good button combo to select abilities while running around.īuy If You Like: Symmetrical puzzle/strategy games On a final note, if you play on the PC as I did, the port job is not especially keyboard-friendly in terms of lazy port, it ranks up there with the original Borderlands for PC. You know, assuming that it’s realistic to punch subway cars into place but not use that same power to knock some tree limbs out of the way. ![]() Indeed, while demon locks do appear on some doors arbitrarily, the majority of the puzzles are based on more “realistic” scenarios. Although I just pooh-poohed the puzzles, that is mainly because of the tone of the game, rather than the puzzles themselves being annoying. The game is incredibly stylistic, the visuals are fantastic, and the action is pretty serviceable in a button-mashing way. That said, I did end up enjoying my time in Darksiders. ![]() That might be fine thematically for a 14-year old elf-boy, but it never felt right for a horseman of the goddamn apocalypse. Are you telling me I can wield a car like a baseball bat, but I can’t just stack some debris in the corner and use that to reach the 2nd floor? Why aren’t I just punching down every door I encounter, especially when I unlock the Power Glove Gauntlet that lets me punch icebergs? While the puzzles do keep combat from growing too stale, after a while you realize that more than half of your game time is spent in empty rooms moving boxes around (etc). The visually stunning post-apocalyptic landscape is rife with ready-made puzzle elements, but I never got over the fact that War couldn’t just scale that wall with his big-ass metal hand. While it seems the most popular comparison is with Zelda games instead of Devil May Cry, I just felt the puzzle elements in Darksiders were curiously out of place. As you struggle to clear your name and/or figure out who was responsible, you kill a lot of demons and four-story bosses while uncovering new items and re-unlocking your prior abilities. You control War, one of the four horsemen, who gets framed for starting the apocalypse party early, which results in the death of the entire human race. There are zero complaints in the visual department.ĭarksiders is a 3rd-person action game with puzzle elements that tries to straddle the line between Devil May Cry/God of War demon-killing and the sort of casual world exploration and puzzles of Zelda games.
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