Sunday, April 28, 2013

GridWarrior

so yeah, it's allergy season again.  I apologize for being a bit foggy-headed, but I...uh...what was I saying?  Wait, where am I?

alright so GridWarrior is a really good game that gets screwed up by one design flaw.  This kind of game is my least favorite to review because I really only have one thing to talk about.  Anything else would be summary rather than analysis; if my English teacher caught me doing something like that, he'd break out the paddle again.

So what is this flaw you may ask?  Well, first, let me talk a little bit about how the game frames itself...I mean analyze!  I'm going to analyze how the game frames itself!  See, different enemies use different kinds of weapons.  You can get those weapons by whittling down their health and then using your grappling hook on them.  This process is dangerous, as it leaves you open to attack and diverts your attention from the million other enemies on the screen.  Thus, it makes for a really engaging player choice: "do I soak up the damage to get a new weapon or do I hold off?"  That is, it would, if it weren't for this game's fatal flaw:

The sword is tremendously OP.  There is not a single enemy in this game that can't be beaten by simply mashing right-click at them.  The most efficient method of dispatching enemies is unlocked from the word go, turning what could have been a really fun game boring and repetitive.

Everything else in this game is great.  Visuals, controls, everything.  That one design flaw completely undermined an otherwise thoughtful game.  Just goes to show how meticulous a dev team has to be.  I mean, I was playing this game for like an hour before I noticed how powerful the sword was.  Before that, I was having a blast.

Oh well.  If you can convince yourself not to abuse the sword, I suppose GridWarrior can still be a fun experience.  That's all I got for now.  Until next time, stay unbalanced.

Links
right click your way to victory: https://www.digipen.edu/?id=1170&proj=26007

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