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Redux: Dark Matters Portable


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About This Game

Redux: Dark Matters is an ultra hot classic shmup and definitely a must have for every shmup fan. Released successfully at the beginning of 2014 as a brand 5d3b920ae0



Title: Redux: Dark Matters
Genre: Action, Indie
Developer:
KTX Software
Publisher:
Signo & Arte
Release Date: 12 Dec, 2014



English



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Pros: -Nice visuals Cons: -Boring gameplay. -Quite easy, even on hard difficult setting. -Arcade stick madcatz TE2 support is unstable.. I'm giving this a positive recommendation with a caveat: there's bit of a frustration factor What's frustrating about it: -Many objects on screen (the ship, enemies, bullets) are rather bulky which oftentimes leaves little room to maneuver. -The space ship doesn't move very quickly, so you're handicapped by less-than-avg speed when dodging obstacles. -There's so much on-screen clutter, it might be a little confusing by what are collectables and what are harmful objects. Also sometimes you're not sure what exactly is part of the background and what is in the foreground. What's good about it: -The visuals are stunning; very vibrant colors and mostly nice level designs for a schmup -OST is fantastic, fitting to the game for the most part -The challenge isn't over-the-top unfair although it's still quite challenging (still yet to try advanced difficulty level), but fun enough to play -Power ups are REALLY helpful, especially when you're powered to full capacity, then it's blast to go through the levels. Also note: There's a minor learning curve to the game, in which you need to acclimate to the shield and what exactly the shield can absorb, along with the controls and bulky objects.. I love shoot em ups but this one just can't grab my attention. It isn't bad and on sale you might enjoy it but I'm definitely glad I passed this one up on the Dreamcast. The music is pretty bland, the graphics look out of place like a cut and paste job, and the mechanics of R-Type and its various clones are as tired here as they are elsewhere. If you are a hori euro-shmup fan you might dig this but I'm glad I opted for Sturmwind (which isn't exactly fantastic either).. If you have played R-type, dont give this game a miss. As a horizontal shooter n recently steam published. wAited 2 years for this becos it was a Dreamcast only version. The graphics smooth, controls fluid, weapons wah everything.But the force bit cannot detach ahhhhh.. Redux: Dark Matters pays homage to classic shmups such as R-Type, XEXEX, and Pulstar. Is it as good as any of them? Not really. Is it still worth playing? Ehhhh.I guess? Possibly.possibly maybe.maybe possibly.but certainly not definitely. First off, it's a good-looking game, but it's also not. Everything looks sharp and really clean. The problem is everything also has this bright and cheery aesthetic. In a way, it's a conscious design-decision. The backgrounds are fairly muted, while the player-ship, enemies, and bullets are colourful* and easily distinguishable. While I respect that, I think the artist went a little too far. In stage 2, it seems that half the enemies are firing flowers. Are they trying to kill me with kindness? What's the deal here? Still, this is merely nitpicking compared to Redux's most glaring issue; it's way too easy. When fully-powered, the player-ship is protected from about 90% of the enemy's arsenal. Sure, lasers and bullets that might hit from behind are worrying, but they don't come up all that often. If that wasn't enough, there are usually 2-3 extra lives in every stage, plus a couple extends from surpassing certain score thresholds. If that wasn't enough, then the player can hit a button. This causes a vortex to swallow up any nearby bullets for several seconds. This special ability is tied to a meter, but it refills fairly quickly. Now if all of that still(!) wasn't enough, there's also the portions of the game that went overlooked. The fourth boss has laser cannons placed along the top and bottom of the screen, except for a massive space towards the left side. This is the most obvious safe-spot I've ever seen. Instead of forcing the player to weave in-between bullets approaching from above and below, all anyone has to do is sit back, watch, and laugh. I'm guessing that when this game was remade in wide-screen, nobody bothered to account for the additional real estate. I play a lot of STGs, but I'm a mediocre talent at best. I still cleared this game with 10 lives remaining, on my very first play-through. Granted, this was on the default ship, which is practically invincible. Redux added a ship designed specifically for veteran shmup-players, but it's loaded with oversights. The most obvious and ridiculous of the problems is that the veteran-ship's weaponry OVERLAPS THE ENEMY BULLETS! When I saw this, my jaw hit the floor so hard it drove through the earth, and then I cut my chin on the sharp edge of a dinosaur bone. I can't even remember the last time I saw this happen in a shmup. Was this an actual idea by the developer? Did they think: "Those guys who play shmups by holding down the fire button all the time annoy me soooooo much. We have to do something about them."? I can't come up with a reasonable explanation, I simply can not. So if you're firing away, there's a good chance that you won't even see most of the bullets that are coming directly at you. That's just great. Veteran-ship also lacks the force-pod/other shields, which causes the game's difficulty to do a complete 180. Situations that were originally exceedingly simple become absurdly improbable. Dux originally started off as a strict R-Type clone. It employed a checkpoint-system, which kicked players backwards whenever they died, rather than respawning them immediately. Over the next couple re-releases, the game has become considerably more lax, but that isn't enough of an excuse to assume that anyone can reasonably finish it without shields. The amount of bullets on-screen never hits danmaku levels, but it's overkill all the same. On a normal play-through, anyone can sleep-walk through Redux, but they'll hit a brick wall as early as stage 2, with the veteran ship. That isn't balanced, not in the slightest. If it were up to me, I would have made the charge-shot slightly wider, so that hard-to-reach enemies don't get quite as many opportunities to clog the screen with bullets. I also would have lowered the density of certain bullet-patterns. Or I would have just made a different game, one that's not actually designed around having force-pods or shields just to survive. Redux is an otherwise competently-made shooter held down by a complete lack of challenge. When it tries to break away, it goes too far. In any case, this shmup simply isn't entertaining.. Redux: Dark Matters pays homage to classic shmups such as R-Type, XEXEX, and Pulstar. Is it as good as any of them? Not really. Is it still worth playing? Ehhhh.I guess? Possibly.possibly maybe.maybe possibly.but certainly not definitely. First off, it's a good-looking game, but it's also not. Everything looks sharp and really clean. The problem is everything also has this bright and cheery aesthetic. In a way, it's a conscious design-decision. The backgrounds are fairly muted, while the player-ship, enemies, and bullets are colourful* and easily distinguishable. While I respect that, I think the artist went a little too far. In stage 2, it seems that half the enemies are firing flowers. Are they trying to kill me with kindness? What's the deal here? Still, this is merely nitpicking compared to Redux's most glaring issue; it's way too easy. When fully-powered, the player-ship is protected from about 90% of the enemy's arsenal. Sure, lasers and bullets that might hit from behind are worrying, but they don't come up all that often. If that wasn't enough, there are usually 2-3 extra lives in every stage, plus a couple extends from surpassing certain score thresholds. If that wasn't enough, then the player can hit a button. This causes a vortex to swallow up any nearby bullets for several seconds. This special ability is tied to a meter, but it refills fairly quickly. Now if all of that still(!) wasn't enough, there's also the portions of the game that went overlooked. The fourth boss has laser cannons placed along the top and bottom of the screen, except for a massive space towards the left side. This is the most obvious safe-spot I've ever seen. Instead of forcing the player to weave in-between bullets approaching from above and below, all anyone has to do is sit back, watch, and laugh. I'm guessing that when this game was remade in wide-screen, nobody bothered to account for the additional real estate. I play a lot of STGs, but I'm a mediocre talent at best. I still cleared this game with 10 lives remaining, on my very first play-through. Granted, this was on the default ship, which is practically invincible. Redux added a ship designed specifically for veteran shmup-players, but it's loaded with oversights. The most obvious and ridiculous of the problems is that the veteran-ship's weaponry OVERLAPS THE ENEMY BULLETS! When I saw this, my jaw hit the floor so hard it drove through the earth, and then I cut my chin on the sharp edge of a dinosaur bone. I can't even remember the last time I saw this happen in a shmup. Was this an actual idea by the developer? Did they think: "Those guys who play shmups by holding down the fire button all the time annoy me soooooo much. We have to do something about them."? I can't come up with a reasonable explanation, I simply can not. So if you're firing away, there's a good chance that you won't even see most of the bullets that are coming directly at you. That's just great. Veteran-ship also lacks the force-pod/other shields, which causes the game's difficulty to do a complete 180. Situations that were originally exceedingly simple become absurdly improbable. Dux originally started off as a strict R-Type clone. It employed a checkpoint-system, which kicked players backwards whenever they died, rather than respawning them immediately. Over the next couple re-releases, the game has become considerably more lax, but that isn't enough of an excuse to assume that anyone can reasonably finish it without shields. The amount of bullets on-screen never hits danmaku levels, but it's overkill all the same. On a normal play-through, anyone can sleep-walk through Redux, but they'll hit a brick wall as early as stage 2, with the veteran ship. That isn't balanced, not in the slightest. If it were up to me, I would have made the charge-shot slightly wider, so that hard-to-reach enemies don't get quite as many opportunities to clog the screen with bullets. I also would have lowered the density of certain bullet-patterns. Or I would have just made a different game, one that's not actually designed around having force-pods or shields just to survive. Redux is an otherwise competently-made shooter held down by a complete lack of challenge. When it tries to break away, it goes too far. In any case, this shmup simply isn't entertaining.. Beautiful shmup. I've played Dux on dreamcast , this one is a sequel and it's HD screen.. The graphics and the music are alright, nothing ground breaking, but not bad either. On level 7, there's a silly difficulty spike, chances are you're going to die several times before you memorize it and manage to beat it, and guess what ? because the continues are limited, you will have to replay all those 6 levels again before getting to try again, it can get really annoying and really boring. Not a bad game, but the limited continues can make the game annoying for the non-hardcore shmup fans, specially with that silly difficulty spike there's on level 7. Since there's no neutral reviews for steam and i grabbed this on a steam sale for a few cents, i'm willing to give it the Positive.. I love shoot em ups but this one just can't grab my attention. It isn't bad and on sale you might enjoy it but I'm definitely glad I passed this one up on the Dreamcast. The music is pretty bland, the graphics look out of place like a cut and paste job, and the mechanics of R-Type and its various clones are as tired here as they are elsewhere. If you are a hori euro-shmup fan you might dig this but I'm glad I opted for Sturmwind (which isn't exactly fantastic either).. If you have played R-type, dont give this game a miss. As a horizontal shooter n recently steam published. wAited 2 years for this becos it was a Dreamcast only version. The graphics smooth, controls fluid, weapons wah everything.But the force bit cannot detach ahhhhh.



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