Robo Army |
Neo Geo |
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Review by Matt Paprocki |
SNK |
Beat-em-up |
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Graphics: 8 |
Sound: 8 |
Gameplay: 4 |
Overall: 4 |
![]() Players, whether solo or co-op, are destined to quit. Collision detection is obviously programmed to ignore direct contact, passing right through enemies that take multiple hits to go down. In the early going, you won't notice it, since most adversaries go down with a single punch. ![]() Worse, some enemies are small enough to either crawl below or above your reach. They need to make a move before being destroyed. These flaws are glaring, and could have easily been corrected to make this a great title. ![]() A short sequence breaks up the action as players repel down a wire. This is one of the better moments in the game, as the mechanics, hit detection, and the basic game engine works. If this were like the entire game, this would rank high in the original, non one-on-one fighting games for console. As it sadly is, it misses from a lack of any feeling of impact from the thrown punches, amongst all the other problems addressed here. |