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Giant Bomb Review

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Steel Battalion: Heavy Armor Review

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  • X360

If this is the best Kinect can do with a "hardcore" game, you should just pack it up and wait for the next Xbox.

This is the most you'll be able to see of any one mission at a time.
This is the most you'll be able to see of any one mission at a time.

Steel Battalion: Heavy Armor is thick with irony. It comes from a franchise that once hinged on dozens of buttons, yet this game offers almost no buttons at all. It's designed in such a way that only pixel-perfect aiming and split-second responsiveness will get you through its missions unscathed, but your ability to react quickly and take in your surroundings is so severely compromised that you'll die, repeatedly, in each attempt. It purports to put you right in the middle of piloting a lumbering, tank-like robot, while in reality it frequently destroys the tactile connection between player and game. Put as simply as possible, I don't think you should play Steel Battalion: Heavy Armor.

The problem here is two-fold, split right down the middle between Kinect functionality that barely functions, and game design that's equal parts boring and frustrating as all hell. The idea of placing you in the cockpit of a realistic battle machine has been done effectively for years on the PC, recreating everything from submarines to tanks to TIE Fighters and believably putting you in charge of those vehicles' complex arrays of instrumentation. So the very basic, simulation-style premise of Heavy Armor is a sound one. It was the point during development that someone decided nearly all of your walking tank's vital functions--from changing ammunition to viewing a map to pulling down a periscope or closing a front shield vital to protecting your pilot--should be mapped to the imprecise, unreliable Kinect controls that this game went horribly off the rails. I won't go on ad nauseam about all the specific ways the Kinect can misinterpret your inputs and confuse one intended action for another, but it makes this game look utterly ridiculous to anyone watching you from the sidelines, as you flail in vain to do one thing and watch something completely different happen instead.

It's frustrating enough to play a game that flat-out refuses to behave properly, but in Steel Battalion's life-or-death situations, it's absolutely unforgivable that you can't always do exactly what you want to do when you want to do it. This is the sort of game where you peer through a tiny viewport that shows you only a small portion of the battlefield directly in front of you, but you can and do take fire from all sides almost constantly. It's the sort of game where moving your mech (called here a "vertical tank," or VT) even a few steps will cause your reticle to bob up and down wildly, making it a delicate balancing act of deciding when to move and when to shoot. You can take critical damage from an enemy VT too far away to see, or a lone foot soldier with an RPG who fires before you can even swivel your turret around and pick him out from the background, and the game is merciless about disabling aspects of your VT like the viewport or, you know, the legs, rendering you blind or inert until you finish the mission or die. (You always die.) I've rarely felt so powerless to tackle a game's challenges as I have while playing this one, and that's not fun, at all.

What's that, you wanted to close the shutter? Too bad, here's a useless map!
What's that, you wanted to close the shutter? Too bad, here's a useless map!

It would be easy to blame the failure of this game entirely on the unreliability of Kinect, but Steel Battalion wouldn't even be a good game of this style even if it worked properly. All of the difficulty comes from how slowly you move around the environment and how limited your ability is to identify the threats around you and defend yourself from them. Enemy AI is virtually nonexistent in this game; the infantry stands there motionless and takes pot shots at you even when you're right up in their faces, ready to step on them, and enemy VTs act pretty much the same way aside from mindlessly sidling back and forth occasionally. If anything about your own VT were faster or more precise, you would steamroll over every bit of opposition in this game. The mission design is bland as hell, usually tasking you with merely killing everything in an area, killing as much as you can until the time runs out, or getting to a specific point on the map. Many of the levels are bafflingly short, often involving only a few seconds of meaningful combat in between the embarrassingly stereotypical characters jabbering in your ear. It's also laughable how often your success in a mission hinges on performing some character action with motion control. The first time you fail to fight off an enemy assailant or grab an important object because the Kinect can't read your frantically outstretched arm, and consequently fail a mission because of it, is likely the last time you'll ever want to play this game.

Because I haven't quite let go of the compulsion to run down all of a game's major features in a review, I'll mention that a few of the missions are playable with up to three other people, if you're one who believes misery loves company. If you get a high enough rank on these missions, you can unlock some minor upgrades (a night-vision periscope and a better map, for example) to equip on your VT. It's fitting that when you play these missions solo, there are AI players in there who can actually earn negative points when they perform badly (which they always seem to do), which drags down your overall score and makes it a lot harder to earn any new gear.

You and me both, buddy.
You and me both, buddy.

To be clear, I take no pleasure in delivering this sort of bad news. Prior to the game's release, it was fun to see how earnestly Heavy Armor embraced what is honestly a pretty silly concept, but one that would be easy to get excited about if it worked right. Moreover, this is a great-looking game in pure aesthetic terms, with some really nice-looking battlefields and environment effects. I love the emphasis on a style of down-and-dirty, purely mechanical warfare clearly inspired by World War II, back before the fly-by-wire computerization of vehicle control largely automated the process of driving these sorts of war machines. In the game's world, this future reliance on gears and grease follows a catastrophic event called "Datacide," which seems to have destroyed all the advanced micro-electronics in the world and also coincidentally turned China into an imperialist superpower bent on subjugating the rest of the world under the banner of a new United Nations. The game doesn't even do anything interesting with that setup, though, failing to establish memorable characters or create any intrigue between missions. The best you get are some vague allusions to a VT superweapon, but I was often eager to skip the cutscenes and get to the next mission, which, now that I think about it, really says something about the story.

Maybe the latter half of Steel Battalion rivals the work of Shakespeare. I wouldn't know; I only made it to about the midpoint of Heavy Armor's campaign before I threw up my hands in disgust, but I had lost any desire to keep playing it hours before that. You can decide for yourself whether you want to view this game as a blanket indictment of the Kinect as a device for playing "real" games, or merely an isolated case of this one game's execution falling far, far short of its ambitious premise. If you're trying to decide whether you should play this game, though, let me save you some trouble: don't.

Brad Shoemaker on Google+

188 Comments

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DoodMcBrah

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Edited By DoodMcBrah

A Kinect game that got a 1 out of 5? Hot damn, Kinect has a game of the year.

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Purpz

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Edited By Purpz

The ad for this looks bloody insane. I had quite high hope for this. Shame; it really is.

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Scubasteve1974

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Edited By Scubasteve1974

@Sharpless: Yup. I would have to be paid some serious dough to finish this game.

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jasondesante

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Edited By jasondesante

"you should just pack it up and wait for the next Xbox."

Wait till the next system to throw your cash and be disappointed again......Or you could buy a ps3.

Just sayin, PS3 is pretty cool, it has a couple unique games lol

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arimajinn

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Edited By arimajinn

wow..cant believe its really that bad

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Gordo789

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Edited By Gordo789

This is too bad. Great concept spoiled by terrible execution on what sounds like multiple levels. We can only wonder how cool a game FROM might have made if they weren't hamstrung by having to make it work with Kinect. Granted, it sounds like the game sucks aside from the broken kinect controls, but they probably had to spend so much time and effort even getting it to just barely work that they couldn't focus on the real meat of the product.

I'm also quite surprised that people are calling Brad out as unprofessional for not finishing the game. Imagine you were a food critic - would you have to eat the entire shit-sandwich and then have dessert to write a good restaurant review? One bite seems like enough.

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coryrx8

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Edited By coryrx8

What's sad is that the concept of this game isn't entirely broken, but the execution is. I like the feeling that you get from interacting with virtual controls as opposed to pressing buttons on a gamepad. You feel a lot more involved, not to the same extent as with the original game's mammoth controller, but close enough. Unfortunately, From Software didn't play to Kinect's strengths (stop snickering!) and weaknesses when designing their control scheme. Kinect is pretty good at overall gesture recognition, but is terrible at recognizing when you're pointing at something, meaning that From Software's "hands as cursors" approach to the controls was broken from the start. Just because that's the best approach with the Wii doesn't mean it works on Kinect. I dreamed up a perfectly functional control scheme in all of ten minutes; how did From Software not come up with this over the last two years?

First, nix the gimmicks with the crewman trying to escape the tank. That's silly and unnecessary. Take out the gesture to look left and right at your crewmen, since that's also fluff. Instead of hovering your hand over the control panel, then pulling it out, just make a left swipe with the right hand pull that panel out. Then, instead of having three objects to point at, make a downward swipe with the right hand pull the vent chain, a forward punching motion press eject, or an upward swipe hit the headlight switch. The levers in the main view work fairly well, but would be improved by recognizing forward motion with the left arm to manipulate the speed lever and forward motion with the right arm to manipulate the engine lever. The only other major complaint that I had was that I would often close the shutter when trying to use the periscope. Making it so that you had to lean into the glass before being able to close the shutter would resolve the ambiguity there; a downward swipe with both arms normally would use the periscope, a downward swipe while leaning in would close the shutter. Easy enough. Since there are only two types of missiles, replacing the two ammo type buttons with a single large control to hit with a one-handed swipe would fix that problem. The only remaining control is the map, which would be activated with left-arm swipe to the right. The standing to look out the hatch and pushing forward with both hands to look out the glass all worked perfectly for me, with a 100% success rate, so I see no reason to change those. Voila, a simple fix to nearly every single control issue with the game.

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Sharpless

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Edited By Sharpless

@Shortbreadtom said:

I'm usually a Brad defender, but it's pretty unprofessional to review a game without finishing it. Granted, it's probably terrible, but reviews should be based on the whole game, not just the first half.

It's only unprofessional if the reviewer doesn't disclose that information. You know he didn't finish it, so judge his opinion however you like in light of that. If Brad frequently abandoned the games he reviewed before finishing them, then you'd have something to complain about, but cut these people some slack. They're not perfect, and you're not in a position to judge.

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Scubasteve1974

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Edited By Scubasteve1974

I downloaded the demo so I could laugh at my 17 year old son trying to play it. After about 30 minutes though, I actually felt bad about it. No kidding. It was almost as if the kinect couldn't make sense of any movement. You would get unintentional things going on and nothing made sense. We play other Kinect games and have no difficulty so I know it isn't the setup. Like Brad said though, Kinect or no, the game is terrible. The completely pathetic characters are so campy (not in a good way) and the dialog would be laughable if the game weren't so bad, but all of it together is the perfect storm of poop. They could have just mapped on head pivot and made it work like a track IR and build a decent mech game, but instead we got this. What a joke.

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SimonM7

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Edited By SimonM7

I'm still interested in this game in light of the EDGE review.

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Shortbreadtom

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Edited By Shortbreadtom

I'm usually a Brad defender, but it's pretty unprofessional to review a game without finishing it. Granted, it's probably terrible, but reviews should be based on the whole game, not just the first half.

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gamefreak9

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Edited By gamefreak9

I dno the quick look didn't look like a 1 star game... maybe 2-3?

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Edited By KaneRobot

If the next XBox heavily integrates a new version of Kinect, it's going to really push me towards checking out Sony next time around.

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mewarmo990

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Edited By mewarmo990

That's... really disappointing. I love mech games, so I hope somebody I know has it so I'll at least to get to try it. Then again, since the press reviews are almost universally bad, it will probably hit the bargain bin before long.

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Undeadpool

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Edited By Undeadpool

@Jethuty said:

i know this game has gotten some pretty rotten reviews, and many share brads opinion of this being a bad, baaad game, and he was playing it in prime conditions right there, but.....

It looked like it was working to me, and it just seemed like Brad was just bad at the game. but he might just be fed up with it.

Based on the fact that the ONLY positive review is from OXM, I'm gonna call this entire game a wash.

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Little_Socrates

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Edited By Little_Socrates

This game seems to be a near-universal Wolpaw's Law. Blown away.

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nimbil

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Edited By nimbil

No surprises here.

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jerseyscum

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Edited By jerseyscum

Kinect sucks and this game really sucks. Sorry you had to suffer through it Brad. I feel your pain.

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WarlockEngineerMoreDakka

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@murse2008 said:

So if this game is ported to the PC WITHOUT Kinect controls. Would it be any good then?

Given what Brad's been saying- probably not, because the controls apparently aren't the game's only problem. The game is said to also suffer from frustrating mission design, boring enemy AI, useless allied AI, and possibly a few other problems. :\

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joshth

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Edited By joshth

Happy 500th review GiantBo......................................... oh. Oh my god. I'm so sorry...

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mariussmit

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Edited By mariussmit

So if this game is ported to the PC WITHOUT Kinect controls. Would it be any good then?

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WarlockEngineerMoreDakka

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@EndlessLotus said:

He... didn't even finish the game?

Seems somewhat unprofessional to me, but, hey, maybe the game's just that bad....

At least he admitted to it. That's more than a certain other site has been able to say in the past... (Not gonna list the name- most here should know who and what I'm referring to -_- )

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Flip175

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Edited By Flip175

@AlexanderSheen said:

@Flip175 said:

This game is getting absolutely torn up by the press, must be a sad day at FromSoftware.

A sad day to everyone involved. People were really pumped for this game and seeing it like this is a huge disappointment for them. And I can't blame them for it.

I'm kind of curious whether we'll be hearing anything of the aftermath in all of this. It's been a while since something this high-profile has absolutely bombed across the board (granted it's no AAA game, but it's still a lot 'bigger' than other Kinect releases).

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mikemcn

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Edited By mikemcn

@mikey87144 said:

@shinluis said:

Reviewing a game without playing it to the end, huh?

Uh.. that's.. professional, I guess.

Do you really think he could've learned anything else from playing the game till the end? Sounds like he played more than enough to render a professional opinion of the game.

Several reviews have said it's beyond infuriating just to get to the end. I can't blame him.

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seanord

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Edited By seanord

I appreciate that Brad stated he did not finish it. Keeping it honest. And based on the rawness of the review, there's probably stuff he left out from an earlier draft. Disappointed in this game since it sure seemed like a nice diversion from the typical kinect experience.

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Oddy4000

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Edited By Oddy4000

Sorry the package is terrible. I decided to teach myself iMovie and thought this was appropriate material.

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Tumbler

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Edited By Tumbler

Wow, wasn't expecting that. I wonder how much of a difference it would make if that zoom in / zoom out feature on the window was a button and turning left or right was the bumpers.

It's really disappointing that they didn't use all the buttons on the controller. It seems like the forces behind the game wanted to force people to use kinect and at some point they realized that everyone was going to just use the controller functions so they disabled them and forced everyone to wave their arms to turn and what not.

Would be nice if they patched the game to offer control configs so that you could just use some of the commands that worked well. The standing up and using binoculars looked cool, pulling down the periscope seemed to work, changing ammo, etc. Some of it worked ok from what I saw but all together it looked like a mess.

I think if I was able the first thing I'd want to do is offer options to turn off the kinect movement inside the tank. You want to do anything sitting back in the seat those are all buttons, no more zoom in zoom out, no more waving arms to turn. controlling the camera would all be controller based. The stuff you do at each station can still be kinect. Fist bump, reloading, yelling at the engineer, etc.

So much potential, I'd love to see a candid interview with someone behind the scenes on this.

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wardcleaver

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Edited By wardcleaver

@proudgamer said:

Um can the kinect really be blamed here, I mean look at the mech controls are all bunched together, thats all on the developer. People wouldn't be having nearly as many issues if the functions were more spread out so the kinect didn't confuse what you were doing as much, the developers should have known about the limitations of the kinect. I think the kinect gets a bad rep for no real reaso, I have one and don't regret the purchase one bit, so I would like to see what a better developer can do with this tech for the core audience, so I hope other devolopers don't blame kinect for this game.

Not to sound like a cheerleader for Kinect, but clearly there have been games that used Kinect effectively. This game sounds like the developer implemented Kinect functionality before they fully understood how to use it.

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deactivated-5a1d45de5ef23

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i know this game has gotten some pretty rotten reviews, and many share brads opinion of this being a bad, baaad game, and he was playing it in prime conditions right there, but.....

It looked like it was working to me, and it just seemed like Brad was just bad at the game. but he might just be fed up with it.

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Cloudenvy

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Edited By Cloudenvy

@Phoenix87 said:

This game may suck, but at least its still better than Prometheus.

Awwwwwwwwwwwwww, it's sad because it's true.

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Little_Socrates

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Edited By Little_Socrates

Maaaaaaaan. BUMMER.

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macog

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Edited By macog

And this is why I do not pre-order.

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kindgineer

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Edited By kindgineer

Ouch, this actually sucks to hear. I was really looking forward to getting some use out of my Kinect beyond dancing with this game. It looked great, but after watching that quick-look, I trust in the judgement and environment of Jeff/Brad and won't be wasting my money on this one.

Shame.

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proudgamer

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Edited By proudgamer

Um can the kinect really be blamed here, I mean look at the mech controls are all bunched together, thats all on the developer. People wouldn't be having nearly as many issues if the functions were more spread out so the kinect didn't confuse what you were doing as much, the developers should have known about the limitations of the kinect. I think the kinect gets a bad rep for no real reaso, I have one and don't regret the purchase one bit, so I would like to see what a better developer can do with this tech for the core audience, so I hope other devolopers don't blame kinect for this game.

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redcream

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Edited By redcream

Brad took the reins from Alex this time.

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Rabid619

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Edited By Rabid619

This saddens me greatly. I was genuinely expecting this to be at least good, in fact I was considering getting a Kinect to play it, but seeing it flop this badly... man. I know it should've been expected, but this game seems to be so much worse than I could have even imagined. A true shame.

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knoxt

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Edited By knoxt

I can't say the game looks fun, but that brad emoticon sure is neat, haha

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Ramone

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Edited By Ramone

Possibly the one thing that would make me consider buying a Kinect and it's a steaming pile of garbage. Great job Capcom.

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MeierTheRed

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Edited By MeierTheRed

Watching the fallout of this is so amazing. So many people hyped the shit out of this game as if it was the messiah of all Kinect games.

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Arker101

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Edited By Arker101

Yeah, the pre-release coverage made this game look like it was going to finally make me get a kinect, but man, that's sad.

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predator

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Edited By predator

@Ghost_of_Perdition: Tetsu Inoue and Uwe Schmidt made some techno and ambient under that name. It's good stuff, actually FAX +49-69/450464 in general is amazing but there's so many releases, it takes a lifetime to listen to them.

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laserbolts

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Edited By laserbolts

@shinluis said:

Reviewing a game without playing it to the end, huh?

Uh.. that's.. professional, I guess.

Well I mean if a game is so shit that you seriously cannot take it anymore it's pretty clear that it should not be recommended by any means. As long as the readers get the message that you should not buy this game then I think it does the job.

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mitchell486

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Edited By mitchell486

Is that guy on the left taking a nap at around the 25 minute mark? Jeez.... Sleeping on the job! And in a WAR nonetheless! Lazy....

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laserbolts

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Edited By laserbolts

I can't even remember seeing one star from Brad before. I'm sure it has happened but they are rare. From the quick look the game just seems straight up broken. I don't know why they ship it in this state.

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ttocs

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Edited By ttocs

I'm sorry, but I really think the Kinect should just stick to what it does "well" and that's dancing and exercise games.  Microsoft is trying to make this out to be something that it's not, a tool for hardcore gamers to play "core" games.  You just can't get blood out of a turnip and I really think they should reevaluate their strategy towards the core market in regards to Kinect.  Focus on the moms and casual gamers for Kinect and keep pumping out great core games for use with a controller.

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Phoenix87

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Edited By Phoenix87

This game may suck, but at least its still better than Prometheus.

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arkasai

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Edited By arkasai

@FalcomAdol said:

Wait, so what happened here?

This game has been out there and playable for a while (I know it was, I saw it at PAX East, I didn't choose to stand in a 3 hour line to play it though), and the worst people said at the time was that it was 80% accurate or something, that it wasn't perfect. Now it comes out and every outlet is like "this doesn't work at all" not "this doesn't work 20% of the time" but "this doesn't work AT ALL."

How is that possible?

I know that we can't just have people going "it's TERRIBLE" in every preview, but I never got any sense of special concern on this game at all, more the run of the mill "well you have to wait until it's done" concern you have for every game.

I'm really interested to hear this because Joystiq, Polygon, and Giant Bomb have all had overwhelmingly negative reviews that boil down to "this game doesn't function and cannot be completed."

I know that Microsoft has a TCR for "this game can be completed" so something really odd is going on here.

People had a lot of great things to say about Tony Hawk: Ride after a pleasant demo at E3. You can dress up a small portion of almost any game to look good and play well for the press. I doubt the campaign structure and the annoying mission design was evident at any of the previous showings of the game.

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Shaolinstyle

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Edited By Shaolinstyle

when using a controller, u press a button and it works 100%. when using kinect the percentage of your action working is about 70% that is not acceptable for a game.

big shame this game that simply doesn't work the way it should. Poor from the producers, shows they clearly don't test there games.

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dropabombonit

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Edited By dropabombonit

Expected this after the quick look and the other review scores out there

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mynthon

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Edited By mynthon

You'll never catch the dragon, Kinectineers.