 |
|
|
 |
21 Noiembrie 2008 |
 |
|
|
|
|
|
|
|
 |
 |
|
 |
 |
Hellgate: London First Impressions
|
Posted by DuMonde [Tuesday, 06 November 2007 - 14:48]
0 comments
|
|
Early this month, without to much tam-tam or something like, Hellgate: London has oficially retail to stores. As normaly the game press didn't miss the opportunity and now we can read the first reviews for Flagship Studios role-playing game.
Badly implemented multiplayer component; bugs, slowdowns and crashes; randomized levels; boring quests.
Enjoyable combat; varied classes; tons of fun randomized loot; decent storyline; fun single-player campaign. Brings nothing new to the table, but is decent enough. That's what's lacking at the outset,
and it's pronounced enough to potentially alienate a lot of people.
Hellgate's done itself a disservice, because it's hidden some decent
fun underneath a dated, linear and difficult-to-love veneer. It's not an action game, but it feels like one when it really counts;
your shots, slashes and spells may just be pretty animations over the
top of standard RPG mathematics, but clever use of animation and
physics means that you can still slice zombies in half, or send vile
lizard-like hell creatures flying with a well-placed rocket. It's easy to write Hellgate off as a mediocre game, but the truth is
it's not altogether bad. In fact, it has some truly excellent
innovations, like the item augmentation system that can imbue common
items with special properties. Hellgate also has a machine that
increases the level of an item, so players don't have to ditch useful
armor or weapons because they outgrew them. Additionally, the game has
a fantastically wicked sense of humor that comes out in the NPC
dialogue. The problem is, the game tries to be a little bit of
everything, but no one aspect gets fully developed.
At the end of the day Hellgate: London delivers an experience that is
fun for a few hours but quickly grows repetitive. The stat-driven
combat takes the player one step away from the action and the modular
levels and peripheral nature of the story keeps players from investing
in the world. Balanced against that are levels that are virtually
teeming with enemies and a loot and upgrade system that gives you a
real sense of progress every minute that you play
|
|
 |
| |
 |
|
|
PixelRage.org v2.0 © 2008
 |
|
|
|
|
| |