![]() They sort of fade in when they spawn, and when you shoot some things there isn't a sound effect other than your gun. The only problem with control is the tank, and the best tank control is in a different setting from the best on-foot control, which is what I use (dual stick mode).īesides that, my only complaints would be rather insignificant ones: the sound effects of the ground enemies when they spawn or get shot are kind of weak and unsatisfying. ![]() I love being able to walk around on foot, explore and shoot, then get into a vehicle for a new kind of exploration and shooting. ![]() I really appreciated the mixture of vehicles with foot-based battles. But it's a largely different game! It's still very much a shooter with flying missions and submissions, but it has a lot more variety and non-linearity to the gameplay. I feel it's a rather good game whose reputation is hampered by expectations based on Starfox 64. It's still good, and you can add to it, but for most, the excess grease (foot missions) made it fall apart somewhat.īlasphemy to the naysayers. Which to most was like expecting a nice Fuddruckers burger where you could customize a sandwich to be as bland or as exciting as you want (SF64 level select) and being presented a thick greasy ghetto burger betwixt two slices of WonderBread. Common sense would lead us to believe that they would factor in all of this and give us one of the best rail/all-range shooters yet (with Slippy). Surely their marketers and product analysts have seen and studied consumer reactions to SFAdventures compared to the raving approval of the previous SF series and their own flight series. And who can blame them? Namco makes the Ace Combat series, which is the console gold standard nowadays, and Rare's ground-pounding effort in StarFox Adventures was blasted from here to hell and back again. Many (okay, most) people were expecting a ton more aerial action than what's presented in Assault.
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