STORY
- Pretty average, "been there done that" story of terrorists taking over the city
- Hidden radio logs give more detailed story, but don't play while playing, so you have to sit there and listen to them
- Excellent story/moral choices each having different consequences, encourages re-playability more interesting than the overall story, very interesting notion of mercenaries and their morality
- New city setting of Singapore (different to a lot of games that are set in New York or other American cities)
- Has a nice goofy edge to some parts
MECHANICS
- Excellent co-op play, "Aggro" system (Whoever is making the most noise is the one that the enemy focuses on) works well and gives great feedback
- Encourages smart tactical play such as flanking, splitting up, using shields etc
- Taking or losing Aggro works well.
- Simple e-motes (positive, negative and rock-paper-scissors) work well to convey the player's expression and feeling on screen
- Excellent revive system, very innovative
- A.I. can't achieve the synergy and fun of two friends
AESTHETICS
- Singapore as a city is refreshing and is done well
- Great sense of scale as playing on crumbling skyscrapers
- Bosses look terrifying as well provide justification for having to attack them in certain areas (great amour design)
- Good variety of masks for both characters to wear, to customize and personalize.
- Some areas really stand out (Zoo) while many others look to similar (many of the city streets)
- Goofy alternate attachments that do the same/almost as good as the real thing like soda can silencers and screwdriver bayonets
TECHNOLOGY
- Lacking the graphical finesse of most of today modern shooters
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