kitchen_wolf's Comments

Game comments and reviews

Operation Fox

Jan. 27, 2011

0

The guys in the back are kinda tiny. There's also enough going on onscreen at any given point that there shouldn't also be stuff we need to scroll to. Perhaps fewer enemies or lower hit points would be nice, but it could be that I just suck. A friendly or two to not indiscriminately blaze away at would be true to the original Taito title. Graphics rock, by the way.

Storm Ops

Jan. 16, 2011

0

Exploding truck does zero collateral damage. Lame. Enemy invisibly hides behind the burning wreckage, with no weapon signature or other clue that they're there. Worked for Audie Murphy, but it's still lame in a game.

City War (Preview)

Jan. 15, 2011

3

Controls are unstable, making accurate shooting nigh impossible while standing still, never mind while moving.

Dragon Siege Preview

Jan. 15, 2011

0

The black crates add difficulty. They do not add fun or to the desire to continue playing.

K.O.L.M.

Jan. 03, 2011

-13

Storyline is nifty, but the graphics aren't anything to write home about and the controls are clumsy,unresponsive, and totally unsuitable to the unforgiving nature of the platforms provided. Not sure why it got to this level.

The Day

Dec. 27, 2010

4

I like the card ending. There's cake!

Steambirds: Survival

Dec. 16, 2010

-7

After the excellent game that was the original steambirds, this one is... disappointing. The teleporting enemies come off as cheap. The lack of coordinated tactics is merely uninteresting. The bit with picking up powerups is simply contrived. From being an original, innovative, and cerebral game, you went to mining cliches from arena deathmatch (which is a dime a dozen).

Cube Colossus

Dec. 10, 2010

-2

Control scheme awful. What kind of lock on aims at the one place guaranteed to NOT hit the target? ADSW movement + mouse aiming would be a whole lot better. KISS and all that.

Luftwaffe 2642 A.D.

Dec. 10, 2010

-1

Arrow key only is a recipe for carpal tunnel. Add ADSW, which has kinda been the standard since "Quake". Needs explosions or some other feedback when an enemy is destroyed instead of just winking out. Multiple hits for enemies when it's only one hit for you is a touch on the nerfed side. Ship designs are cool, bomb graphic is nifty.

Monster Evolution

Dec. 09, 2010

-10

Wimp with no food gaming at its worst. A bunch of enemies that you can't defeat and can't avoid appear at just the right pace to ensure you are unable to deal with them. Simply awful.

Adapt or Die

Dec. 07, 2010

1

Bugs tend to just stand there and get eaten without fighting back or taking commands. Post a game that works or leave it on your hard drive.

Divide and Conquer

Dec. 04, 2010

5

It owes a bit to the old classic Qix, but with a whole host of new elements. I like it.

Operation BlackKnife

Dec. 02, 2010

-1

Repeating any and all tutorial sections after losing a mission is simply unacceptable. Turns brick wall gaming into sit and wait gaming. Add that to starting off as a wimp with no food and I'm just not interested in exploring what seems to be a somewhat deep starfighter game.

I can't seem to find the cyrillic characters for WTF!?...

Mud and Blood 2

Nov. 22, 2010

0

Interface is total garbage. I accept that war is not fair. I do not accept unresponsive controls that wander at random.

BAD

Nov. 21, 2010

0

Game hangs up on multiple mouse clicks, but does not have a hold down feature. Needs more weapon choices, and some sort of way to see the enemy before they engage - or at all, in the case of the ground units. Key command to punch would be less clunky. I like the inexorable forward movement mechanic.

Imperial Warships

Nov. 17, 2010

12

HUD interferes with targeting - enemies to the south are safe behind your instrument panel.

Droid Apocalypse 2099

Nov. 12, 2010

1

It is indeed a faithful homage. Mouse targeting seems to be a more effective interface than the old double sticks - I could never get very far in the original.

Inferno

Nov. 02, 2010

5

There should be some incentive to put out the fire quickly. Perhaps a base reward that drops as stuff burns. Ditch the coins, Super Mario was a generation back and I'd like to think we've matured past that. LOVE the hose jetpack, by the way.

In3structoTank!

Nov. 01, 2010

0

The constant headwind translates as sloppy control calibration. Makes for unnecessary frustration as the player is constantly required to accelerate (with a non-graduated accelerator) to keep up with the camera. Bad control is one of the few unforgivable gaming sins, and this one is rife with it.