Support This Site
Showing posts with label gangs. Show all posts
Showing posts with label gangs. Show all posts

Thursday, July 8, 2010

HeadShot



As long time readers will know, I'm a big fan of sniper games. There really is nothing more satisfying than watching the head of someone you've never met explode due to a bullet fired from 300 yards away.

Um... anyway, you'll also be aware that when I come across a crappy sniper game (and I've come across many), I like to point it out for ridicule and abuse. What can I say? I'm an jerk like that. That brings us to HeadShot (yes, all one word, and yes, with a capital "S" in the middle, bringing to mind some 90's EXTREEEEME superhero.) The plot goes pretty much like this: with gang-related crime tearing the city apart, the mayor has hired you to secretly kill off all of the gangsters in town. Legal issues aside, what makes the mayor think one guy with a sniper rifle can eliminate all the gangs in his city? If the police and elected officials can't stop the crime wave, what makes him think this one sniper can? Is this guy The Punisher, or something?



Starting the game, I was instantly reminded of another, better sniper game, simply called The Sniper, and set during D-Day. This isn't really surprising to me, as HeadShot is a carbon copy of The Sniper, save for a few missing touches, such as the realistic twitch of the sniper scope, the ragged breathing of the man behind the rifle and kickback after every round. HeadShot has none of these elements and the rather plain, uninspired graphics as well as the basic gameplay doesn't make up for it. It's perfectly serviceable, but "serviceable" just doesn't cut it when a game two years older than yours is five time better.



Also, can someone tell me what's going on with some of these gangsters? What the hell is this guy doing? Is he breakdancing? Is he praying? Some of the characters take the most laughable poses that shooting them in the head is less like execution and more like saving them further embarrassment.

Not that you should really bother aiming for the head. You may be surprised to learn that a game called HeadShot awards you bonus points for shooting gangsters in the head. But no matter how carefully you aim, nine time out of ten a head shot won't register, so it's really not worth the time and effort.



Definitely not the time, anyway. That's another thing that grinds my gears: the time limit on each level. Level one has you searching for five Latinos (oh, that's another thing - all the gangs are handily split up into distinct racial minorities) in an eighty second time limit. Certainly not impossible, though it may take one or two attempts before you spot all the gangsters. But how about when you get to level three and have to shoot 25 "Afros" in the same amount of time? True, that many makes it more like shooting heavily armed fish in a barrel, but there's always going to be those one or two that are hiding behind a wall, or the gun won't load fast enough for you to nail every single one. And what happens when you start to panic and miss shots? That's more time wasted. Why no one thought to increase the time limit in relation to the number of targets, I can't say, but I have the sneaking suspicion they were just too damn lazy to do it.



HeadShot is a bog standard sniper game brought down by unimpressive visuals and stupidly short time limits. I'm sure the guys who made it are really proud, but the guy who makes Tactical Assassin won't be losing any sleep over them.

Wednesday, January 6, 2010

Smash Boxing



Hello and welcome to the first Big Mean Flash Gamer of 2010 - indeed, of the decade. Following last week's abomination, I hope you can understand when I say this week's game isn't as woefully awful as you'd usually expect. Honestly, I don't know if I'll ever find anything that reached the heights/plumbed the depths (delete as appropriate) of Platform Robot 2 ever again.This is not something I cry myself to sleep over. But so great was that - ugh - game's impact on me, I retreated to something that was poor, but which didn't make me want to eat my own face.

Smash Boxing is a 2D flash beat-'em-up in which four gangs vie to be kings of the street, or something, through a series of bareknuckle boxing matches. Naturally it's all very dark and gritty, with tough hoods engaging in no holds barred fisticuffs. Or at least that's the idea.



One positive thing that struck me was the impressive number of characters available. Each gang has five members, giving you a full roster of twenty to choose from. What's not so hot is how every character looks so ridiculously stereotypical, meaning it's hard to take any of them seriously. They remind me of what network executives working on 1980s TV dramas thought inner city gangs looked like. If these guys making stupid macho faces actually walked through South Central LA, they'd probably end up stripped of their clothing and tied to a lamp post outside the local VFW hall. Those characters who don't look like idiots just look scared and/or stoned, neither qualities one looks for in a street fighter.



The game itself looks OK. It's not great, but it doesn't annoy or induce a migraine. The graphics are pretty much like everything else in Smash Boxing. The controls? They're OK. The animation? It's all right. The music? Generic, but it's not awful. Such is the paucity of ideas or innovation that Smash Boxing becomes a victory in mediocrity, if nothing else.

Anyway, the game takes place in some kind of basement or alley with a boxing ring surrounded by barbed wire ropes. Doesn't that sound just a little bit like overkill, guys? Every street fight I've ever watched on Youtube has been little more than two fat men stripping to the waist and throwing wild, drunken punches. Even Fight Club kept things simple with a padded floor. It doesn't really matter, as the ropes are nothing more than a barrier for the sprites and you don't get hurt for walking up to them. It just seems so over the top that, again, any sense of drama is erased. The characters' movements are solid, if unspectacular, but hit detection and character reactions are poor. You can easily find yourself eating half a dozen punches without any chance of escape. Not being able to punch as you move backwards is also a problem; in fact, if you want to punch or hold guard, you have to stop moving completely. Attacking and defending on the move is a big part of actual boxing, so it doesn't say much for the developers of Smash Boxing that they couldn't do anything to improve the lacklustre controls.



Winning this game isn't actually all that difficult. Victory comes down to stamina above all else. Pick the guy with the highest amount of stamina and you'll be able to throw more blows for a longer period of time. Your gameplan should basically be this:

1. Step in.
2. Throw a jab.
3. Step out.
4. Repeat.

You can go in and throw haymakers and uppercuts if you want, weaving around your opponent's punches, but why bother? You're just going to tire yourself out, leaving yourself defenseless. Walk in, punch, walk away - as long as you don't get caught up in an actual fight, it's the surest path to victory.



Now, tell me this: What does it say about Smash Boxing if you can throw any and all challenge out the window within a few seconds? I'm not one of the OCD gamers who absolutely must win at any and all difficulties, so I'm not about to go back and try to beat the game with a weaker character. Besides, most of the characters have very similar stats, and none of them possess unique moves or qualities that might differentiate them and maybe allow an added layer of fun. No, Smash Boxing walks proudly down the middle of the road - not awful enough to raise your ire, but certainly not good enough to warrant repeat plays.

Thursday, July 30, 2009

Gangland



My apologies for the twenty-four hour delay in this week's review - I was busy last night shooting a short film that makes a David Lynch movie look straightforward. But let's forget about terrifying art films and focus on the real reason people come here - pity bad Flash games!

Gangland is an arcade shoot-'em-up that sees you enact vigilante justice on the criminal underworld of Unnamed City. So it's kind of like a Flash version of Death Wish with about the same amount of care and creativity put into it.



It's not that I have a problem with mindless violence - I grew up on Schwarzenegger movies. But even Commando required a modicum of skill to make it decent. Gangland simply plants you in front of generic backdrops and has you shoot at a never ending army of respawning hoodlums. Despite never needing to you're given the ability to move your character around with the arrow keys, but all you'll use that for is ducking behind the nearest cover. You control a set of crosshairs with the mouse and fire with the left button, and then it's just a case of shooting bad guys until an invisible timer runs out.



Between levels you have the option of restocking ammo (which isn't really necessary at first, since you'll only use one clip per level and you've already got three) and boosting your health. The cost of this comes out of your score, but even if you don't have the points you can still get the power ups; your score will just go into negative figures. Since when do games accept IOUs?

Sure, if you're worried about your score, then you won't want to do this. But don't tell me that this doesn't come off as just a little sloppy. No well-made game is going to let you get away with this, but since so little effort was put into Gangland, I don't know why I'm so surprised.



And that's it - four identical levels, save for the different backgrounds. There are no other weapons, no bosses, nothing but an endless wave of machine gun-wielding gangbangers who drop like flies with a single shot. There's no way you can die and there's no way you'll ever run out of bullets, so where's the challenge? Where's the satisfaction in beating this game?



And because my score is -1,000 I fail the job (that's the job of being a psychotic vigilante with a shotgun.) I didn't fail because I died or didn't reach a certain number of dead crooks. No, I lost because I took advantage of a bug that the developers could have easily fixed.



Not that you get much congratulations if you do manage a decent score.

"Hey, I killed all the gangs!"
"Oh, that's... that's great, Bob."
"I saved the city from its slow destruction!"
"Yeah, I know, it's awesome..."

But why would such a disappointing game have a satisfying conclusion? Gangland really has nothing to add to the shooters already out there, and is yet another example of why even mindless time killers require a little thought.