Robo-editor Mark 1
By mafuchi 2 Comments
I'm working on a program to generate GiantBomb Reviews based on genre and score. It's still in alpha stage, but here's a sample of what it outputs: a 4 star action game called Space Balls 2.
so his reasons for the unmitigated bloodshed are a little more personal this time around, but the overall structure of travis touchdown's mission remains the same, pushing his way through deliberately chunky and garish environments filled with cannon fodder before facing off with the next ranked assassin in an over-the-top boss battle.
yup, Space Balls 2's health item is a lollipop.
it's a short, standalone storyline set in a unique location not featured in the full game.
yup, Space Balls 2's health item is a lollipop.
it's a short, standalone storyline set in a unique location not featured in the full game.
like the company's last game, indigo prophecy , Space Balls 2 lets you carry out the ordinary actions of ordinary people caught up in an extraordinarily sordid, life-or-death sequence of events that's set in a soaked, dreary urban landscape.
it can be a little buggy with the artificial intelligence, physics, and collision-detection systems, but to its credit, Space Balls 2 is liberal enough with checkpoints during missions that you rarely feel like a victim.
while you can explain a lot of things about Space Balls 2 by listing off other games that are directly referenced during the adventure, the game doesn't feel like some simple clone.
these games aren't so much good as they are accurate , right down to the crushed and muddled digital voice samples.
but it's not that they're bad; it's simply a consequence of different parts being used together inappropriately.
sadly, a good deal of the goodwill that Space Balls 2 rightfully deserves is undercut by persistent frame-rate issues, long load times, weird draw-distance issues, and a general instability that caused the game to lock up a good half-dozen times on me.
the first question that occurred to me early on in Space Balls 2 was, why am i doing this stuff?
it can be a little buggy with the artificial intelligence, physics, and collision-detection systems, but to its credit, Space Balls 2 is liberal enough with checkpoints during missions that you rarely feel like a victim.
while you can explain a lot of things about Space Balls 2 by listing off other games that are directly referenced during the adventure, the game doesn't feel like some simple clone.
these games aren't so much good as they are accurate , right down to the crushed and muddled digital voice samples.
but it's not that they're bad; it's simply a consequence of different parts being used together inappropriately.
sadly, a good deal of the goodwill that Space Balls 2 rightfully deserves is undercut by persistent frame-rate issues, long load times, weird draw-distance issues, and a general instability that caused the game to lock up a good half-dozen times on me.
the first question that occurred to me early on in Space Balls 2 was, why am i doing this stuff?
All the data for this project was culled from the GiantBomb reviews.
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