|
PS2
SP2000 Vol. 100: Otoko Tachi no Kijuu Houza
- New |
 |
 |
|
 |
NCS
Game Synopsis
«©NCSX»
Enter theaters of conflict as a gunner who mans a
swiveling turret which fires off endless rounds of
artillery to take down entire squadrons of enemy
fighters. The job sounds easy enough... but it's
not, thanks to lack of vision from the developer. In
the first level, wave after wave of enemy ships
strafe and attack the base installation as well as
your gunnery position. After a while, the local
airspace swarms with enemy fighters which attack en
masse. By spinning around and firing haphazardly at
the targets, you might hit 50 out of hundreds.
The
developer ruined what could have been a summer
sleeper with poor design. In addition to high
difficulty, the controls aren't so well thought out
that one can spin 'n gun with ease. We would have
added a temporary shielding system to block or
bounce incoming fire back into space to
balance out the difficulty. As it is, there's no way
to defend the fixed-position gun turret against any
enemy fire.
Despite the difficulty, some NCS otaku were able to get through the
first few levels intact. As levels are completed,
gunners go on new missions in outer space, on
different worlds, and there's even a mission where
you're a gunner on a starship that's crossing an
asteroid field.
|
|
|
NCS Game Notes
» On the title screen of the game, a static image of
artillery guns firing into the distance is
accompanied by spaceships engaged in battle in the
background. Opus Studio developed the game for D3
Publisher.
» Press START and three options pop up:
New Game / Defend a base from aerial
marauders that attack in waves
Load Game / Resume a campaign from memory
card
Score Attack / Man a turret and shoot down as
many enemy fighters as possible in 3 minutes
Config / Load and Save data, Set sound
volumes
» The game consists of being a gun operator who
pivots and targets enemy ships as they attack an
installation in massive waves. The local airspace
directly in the vicinity of the gun turret is the
playfield where masses of ships swoop in and attack
while you try to take them down with shots. A radar
on the right portion of the screen keeps track of
the swarms of enemies in the air but it's useless as
a tactical feature because the vantage point of the
player is such as the ships attack in all directions
and knowing the radar location of enemy ships
doesn't do any good.
» When enemies attack the turret, the screen rolls
around in a chaotic recreation of wartime chaos.
Players will lose their orientation and be unable to
aim during these jumbles because all control is
lost.
» To change the default targeting cursor to another
useless targeting cursor, press the TRIANGLE button.
We deem the cursors useless because neither uses a
cross-hair.
CONTROLS
L-Analog / Move the turret left and right and up
and down
L1-TRIGGER / Spin the turret left
R1-TRIGGER / Spin the turret right
O-BUTTON / Fire weapon
TRIANGLE / Switch targeting cursor
» There is no way to pause the game during play. The
action is difficult because of the design
constraints of a turret. Immobile, unshielded, and
stodgy, the fast moving ships which converge from
all directions have no problem flying in and
unloading their gun batteries at the turret.
» An red energy bar on the top-right of the screen
keeps track of turret HP while a green gun heat
gauge shows the temperature of the gun. Too hot = no
fire.
|
|
This document is ©NCSX 2006. All rights reserved. No
reproduction in whole or in part of this document
may be made without express written consent of
National Console Support, Inc.
|
|
|
 |
|
|