From being able to charge up and launch explosive fireballs, use a tractor beam to pull in foes, or generate slash waves with your blade, there’s an array of playful perks, providing incentive for Infinite’s New Game Plus option. Here, you can select skills that improve your guns, blades, or EXO arm attachment. Picking up relics scattered across each stage will augment Shelia’s already awesome abilities. Variability across each playthrough is rooted in the game’s SRO Skill Enhancement System. As such, these fights often grow tedious. There’s not much variety in boss attack patterns, so success habitually means spamming the same moves over and over. That’s often the case for bosses, making these showdowns feel like wars of attrition. Here, ammunitions aren’t very effective at breaking through their defensives, provoking players into melee-based actions. Although most enemies are from a contemporary era, you’ll face some antagonists outfitted with a sword and shield. While Infinite provides a lot of autonomy when it comes to exterminating enemies, there are moments when the game favors a specific method. Sluggish weapon reloads might be irksome, but they will ensure that you’ll periodically use environmental cover, especially on the game’s higher difficulty settings. Alternatively, it can be used to launch opponents skyward, setting them up for a blast of firepower that would make Dante from Devil May Cry envious. It can block incoming shots, and with a well-timed button press, can even bounce bullets back at enemies. You can use her dashing abilities to sprint toward unsuspecting foes, hack away with the blade, and enjoy the spectacle of slow-motion blood sprays. The other essential tool in Shelia’s arsenal is a remarkably versatile sword. Pleasingly, ammo supplies are plentiful so you’ll rarely worry about conservation. While having to manually pick up different types of munitions disrupts the flow of combat, these pick-ups provide a pleasing offensive advantage, especially when Shelia faces small groups. Whether you prefer the precision of scoping foes or rely on adjustable levels of auto-assisted targeting, the gunplay feels responsive. Save for the aforementioned stealth stage, lead character and badass super soldier Shelia is armed with a variety of firearms that can utilize alternative ammo types. Fortunately, the game’s more straightforward sequences fare much better. Too often, when Bright Memory: Infinite attempts to add variety, its parkour platforming, simplistic boss battles, or linear driving bits can feel underdeveloped. These departures are often the game’s greatest weakness. But it’s a tragically linear and lackluster digression that recalls the kind of clumsy stealthy skulks from a pre- Tenchu world. A prolonged stealth sequence attempts to inject a bit of novelty. Save for character models and environmental texturing, this feels more like an enhanced sequel rather than the kind of extended re-release that the gaming industry habitually pushes.īut that’s not to say that it’s blemish free. While many assumed that Bright Memory: Infinite would merely extend its predecessor’s playtime, Zeng completely retooled the game. But regularly, the arena-based showdowns rivaled the intensity of Triple-A titles. Sure, the blend of weighty melee-based strikes and down-the-sights shooting didn’t always gel together. Instead, the focus was on a solitary experience that felt like an interactive Hollywood blockbuster.īuilt on Unreal Engine 4 and employing Quixel Megascans, the game resembles the kind of effort produced by large, corporate-owned game studios. Crafted by a single developer, Zeng Xiancheng’s title eschewed multiplayer competitions and offered a skeletal plotline. The title is built on the foundations of Bright Memory, 2020’s 45-minute, tour de force of first-person action. If single-player campaigns were still the focus, I’d still be eagerly counting the days before each annual release.Īs such, I can’t help but appreciate the ambitions of Bright Memory: Infinite. But I adored the intense gunplay, the epic set-pieces, and explosions that would give my subwoofer a thorough workout. And I honestly couldn’t tell you much about the storyline or characters. I was completely indifferent to getting my ass kicked around by 50-hour-a-week professionals. First, a confession: I used to routinely play Call of Duty for the single-player action.
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