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Jon_Rivera

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Playing Kid Icarus for review on the Solid State Gamer...

I cannot stand much more of this game. I have played many a tachnically broken game, but this one nearly hits the top of the list - it's up there with Ehrgeiz: God Bless the Ring (SPS). There are several problems that plague kid Icarus on all levels within the game. Things like clipping through the environment, sprite collision with items, enemies falling from the ceiling (even though when you scroll a tad upword, there's a ceiling above that spot), enemies spawning within the geometry, not being able to do stuff like jumping while aiming up (like in Metroid which came out months before) plague the game's playability. With the vertical levels, in-air combat is practically impossible while the on screen environment is scrolling (because the arrow sprites move up at a higher rate than enemies) and clipping through corners of block platforms withing the environment make certain sections of the game needlessly difficult. In the Zelda style dungeons sprite collisions with items is still a problem. So is the environment clipping as well the grind-a-thon for hearts to obtain necessary items for within the dungeon. The dungeon crawling levels don't have issues with enemie spawning within walls or floors or from the ceiling which is one good thing.

I honestly think that Kid Icarus tries to spread itself way too thin, resulting in none of the different styles of play to work out in a completely functional manner.

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