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Showing posts with label shoot-em-up. Show all posts
Showing posts with label shoot-em-up. Show all posts

Thursday, July 29, 2010

Zombies Took My Daughter!



Zombies! As I've mentioned time and time again, I love 'em. While vampires sparkle and wolfmen lose their teeth, zombies amble on regardless, as cool today as they were when George A Romero popularised the modern zombie flick. So a game called Zombies Took My Daughter really can't fail to entertain, and thankfully it does just that.



Your daughter Anna is trapped somewhere in an infected city. Mutated ghouls roam the streets; you've got 36 hours to search for Anna and get her to safety. One of the coolest things about Zombies Took My Daughter is that the game map randomly changes every time you play, so you never experience the same levels twice. It also means that, no matter how experience you gain, there'll always be new surprises and challenges waiting for you.

The game features an abundance of mêlée weapons and firearms. While it's always satisfying to cave in a zombie's head with a Ming vase, however, my advice to find a shotgun and keep it fully loaded. The shotguns may not have much range but they make up for it with pure stopping power, taking down numerous ghouls in one shot.



You're not alone in the abandoned city. While the zombies are a given, you can also rescue other survivors, who will then help you clear out an area. This will save you ammo as well as reduce the risk of getting hurt. Dying is something you definitely don't want to do often. Every time you go down for the count, you lose two hours. Considering it can take one or two hours to reach each new destination via the subway system, that's time you can't afford to lose.



Thankfully, there are ways to cut down the search time. Examine dead bodies and you may find evidence of where Anna hasn't been spotted, eliminating numerous spots around town (and making one wonder how Anna got so popular that everyone in the city seemingly knows her.) There are also quests that you can complete, gathering a certain amount of supplies to eliminate a whole block from your search. These supplies aren't always in the easiest to reach spots, but then that's part of the challenge and the reward is definitely worth it if you want to get in and out of the city on time. Convicts are on the loose, and taking them down can earn you money you'll need for rope ladders and energy drinks.



While it's not the prettiest game in the world, Zombies Took My Daughter still has a certain charm. It's the sound effects that really get to you, though - hearing an undead mutant's pig squeal as it tears into your flesh isn't something you'll forget easily. It must be said that there's something very unnerving about watching a gang of zombies race towards you like you were slathered in BBQ sauce and you have only a crowbar with which to defend yourself.



Zombies Took My Daughter is a frighteningly addictive game - hell, I stopped writing this review at one point to have another go at it. If you platformers, shoot-'em-ups, puzzle games or zombies (or all four), then this is the game for you. Grab your hatchet and your AK-47 and take to the streets!

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, May 26, 2010

Human Centipede: The Game



No. No, no, no, no, no. No. Sorry, but no.

I refuse. I refuse to accept this. My eyes are sending me messages but my brain is flat out ignoring them completely. This isn't happening. Jesus, if you're reading this, please come convince me that this isn't happening.

No one would have done this. No one is such a sadist nor such a masochist that they would do this, and certainly not take any kind of pride in this. So, no. This isn't real. There can not possibly be a Human Centipede game.



Oh, God damn it, there is! Why!? WHY!? What kind of monster would do this to the human race? For those fortunate few who have no idea what Human Centipede is, I will try to explain in ways that don't lose you IQ points. Human Centipede is a film about a mad German doctor who decides to create - yes - a human centipede by sewing people together in a messed up conga line, sewn anus to mouth.

There's a trailer; I'm not linking to it. I want you to stop for a moment and consider that someone out there sat down and wrote a script called Human Centipede. That writer then sold that script to a producer who clearly sat back and said, "You know what? I'm gonna take a chance on that centipede film." A director was hired, a director who was serious about working on a film about people who get their mouths sewn to someone else's ass. A cast was brought together, a crew filmed it, it was edited and then released to the world. And now there's a game. A game based on Human Centipede.

My God.



Thankfully, the game differs slightly from the movie. You play the doctor and unfortunately your creations have turned against you. Who knew that if you forced people to survive on the waste of someone else for the rest of their miserable lives, they would get upset? Anyway, it's time to grab a gun and get shooting before your mockery against nature comes back to kill you. All the while you'll need to avoid police officers as well as cars and other items that fall down the screen towards you.

I get the 8-bit look that they're going for, but the bare game screen doesn't do much to capture one's attention. I guess the image of people crawlling down the screen like a deleted scene from the movie Freaks was arresting enough. All the same, there isn't much to say about how the game looks.



There's even less to say about how it plays, either. The controls for Human Centipede are functional but the gameplay is flawed. Firing is especially problematic; you usually have to wait until a shot has hit a target or disappeared before you can fire another. There's not rapidfire options here, which makes the game a far more difficult prospect. The enemies continue to move faster and faster while you remain at the same speed. There's nothing wrong with a challenge, I know, but this gets very frustrating once you get past Level 4.



Maybe I'm being unfair, as I was going to be biased against this game from the moment I first read the title. But you know what? It's Human Centipede - what other reaction was I supposed to have!? This is a crap game based on an offensive film - not offensive in that I'm disgusted by the concept (though I am) but offensive in that this piece of crap got made while I'm still trying to get producers to pay any attention to me! Human Centipede is everything that's wrong with film, the movie business and the human race. Human Centipede: The Game is like a spit in the face after being kicked in the balls.

Wednesday, April 14, 2010

Ghost Guidance



I want to spend this week looking at a game that I feel has a ton of potential to be a truly great title in the future, but which manages to be pretty entertaining even now. Coming to us from Arcade Bomb, Ghost Guidance provides old school side-scrolling action with an interesting twist on the typical Artificial Intelligence character. Rather than playing a lone warrior trying to tackle an evil supercomputer, this time you are the supercomputer, or at least some kind of self-aware energy orb. Realising that humans are the biggest threat to your continued existence, but that wiping out the entire human race is impractical, you instead decide to escape by taking possession of a rocket ship and hauling ass out of the secret government lab that birthed you.



This is one of the intriguing elements of Ghost Guidance: the ability to jump from one ship to another (as long as it doesn't have some kind of forcefield around it) means you can play in several different ways, utilising each craft's strengths and weaknesses. Effort has been made to really ensure the different vehicles actually feel like different vehicles. The smallest craft are faster and have a higher rate of fire but can be destroyed with a single hit, while tank-like flyers shoot rockets that fly off in all directions. It's possible to play through an entire game using just one kind of ship but finding out what everything does is one of the pleasures of playing.



The game plays and looks really swell, though complaints of lag are justified in Challenge Mode. Still, with a huge number of ships, projectiles and explosions on screen at any one time, it's remarkable that slow down in gameplay was so rare in my experience. When you've got dozens of aircraft whizzing across the screen, it's satisfying to see it all look so damn good.

The old-school feel under a fresh paint job means Ghost Guidance should be popular with older and younger gamers alike. It keeps things simple and is all the better for it. My biggest complaint, however, is that the game is just too short.



There are only three levels overall, with checkpoints in all three so that you don't have to repeat a whole level should you die. That's all well and good, but the levels are hardly long enough to justify checkpoints, anyway. If the game was longer then this would make sense. As it stands, though, the whole thing is over in less than ten minutes. Great for coffee breaks, but not so great if you're looking for something with a lot of replay value.

Another issue is the ease with which the bosses can be defeated. Sure, they're big and you have to avoid falling debris as they break apart, but more often than not there's a single spot where you can stay and fire continuously at the boss without fear of being killed. For gamers who enjoy a real challenge and like the sense of accomplishment that comes with defeating a boss, this would be a major letdown.



Still, I can see great potential in Ghost Guidance. Many times I deride a game for its compelling concept but wasted opportunities. Ghost Guidance has a similar, though less extreme, problem. It embraces some of its innovations and unique elements but doesn't go quite far enough. Hopefully a sequel is imminent - something greater in scope and longer in duration, but still featuring the excellent tweaks that make the original a small pleasure.

Thursday, February 18, 2010

Balloon In A Wasteland



So here it is, the start of a new era in Big Mean Flash Gamer history. Remember the date, 17th of February 2010: the day I started reviewing games I regularly enjoy. Never fear, every second week will see me spitting vitriol as per usual, but in an attempt to keep things interesting (and for the sake of my own sanity) I've decided that it's time to relax a little and enjoy my online gaming again. And where better to start than Armor Games' delightful shoot-'em-up adventure Balloon In A Wasteland?



Rarely does a title fully convey the true nature of a game like Balloon In A Wasteland. The plot is simple and to the point - you play a figure who looks remarkably like Mr Game and Watch wearing a snazzy hat. While floating along on the crisp evening breeze in your hot air balloon you hit a spot of bother and crash land on a desolate grey landscape. Now you must repair the balloon and fly away as quickly as possible.



And when I do mean quickly, because the wasteland is populated by strange gelatinous creatures that intend to very slowly eat you. Fortunately you have two things they don't: a gun and an unlimited supply of ammo. And since Mr Game and Watch has no concept of right and wrong I wouldn't be surprised if this ammo was intended for Marxist guerrillas hiding in the mountains beyond the wasteland.

From this simple seed (fix balloon, kill monsters) grows a remarkably satisfying game. With every creature you kill you are rewarded with cold, hard cash, which you can use to buy upgrades from the many travelling salesmen who pass through (why none of these men don't just give you a lift to the nearest town is unclear, but chances are rescuing the only customer in a hundred mile radius would be bad for business.



Items like the fort will come in very handy because, eventually, the number of beasties onscreen during a wave reaches ridiculous levels. Fortunately you can't be hurt while in the fort and you also get a chance to sleep, regaining some much needed stamina. The bad news is you can't shoot from the fort, but once you've earned enough cash to buy some turrets they can fight back against the creatures while you get some shut-eye.

Of course, the waves just become more ferocious as the creatures get bigger and tougher, which is why my advice to anyone who plays this game is to save up your money for one of the greatest inventions in history - the automatic assault rifle!



Mow down wave after wave of jelly monsters as they try to navigate your fiendishly placed traps! Curse under your breath as your clip empties in two seconds and you have to wait at least three for it to reload! Revel in how easy the game becomes as soon as you've got your mitts on this glorious weapon!

Indeed, if there was one fault with Balloon In A Wasteland, it's that the game becomes far too easy once you have the more effective weapons. There’s an achievement for repairing your balloon in four days, but the truth is you could easily do it in two. Once you've got a fort and a decent gun, as well as a few mines and barbed wire fences to slow down the baddies, you're sitting pretty for as long as you want to blast away at the monsters.



This is where boredom can set in, so eventually you'll complete your repairs and float off to new adventures. And hey, it couldn't happen to a nicer silhouette. While Balloon In A Wasteland can get repetitive, there's no denying it's a fun game. The graphics excellent and the animation is fluid, while the controls are simple and the game mechanics solid. I do wish the bloody high score table that doesn't seem to work properly for me wasn't there and the achievements didn't reset every time you loaded the game, but they're just niggling complaints. Overall Balloon In A Wasteland is a great way to kill fifteen minutes and comes highly recommended.

Wednesday, October 14, 2009

Professional Sniper



I must apologise for my disappearing act last week, but I've been incredibly busy working on a project these last couple of weeks. I had fully intended to write a review, but alas it, like many of my other pieces, had to be postponed. I was pretty much drained of all energy last week, and then, after playing Professional Sniper, I was practically comatose.

Now, I'm a big fan of sniper games. I think I would have made a pretty kickass sniper, if I had decided a career of killing strangers was preferable to screenwriting. So it takes an awful lot to make me dislike a sniper game to the point of reviewing it on Big Mean Flash Gamer. In that way Professional Sniper is unique - it has found a place here that few other sniper games ever will.



All in all, it's a pretty straightforward stick figure sniper game, hardly all that different from any similar titles. But Professional Sniper has a couple of big handicaps. The first is mentioned on this notice screen, the little note that you have to keep your sights on the target for 0.4 of a second to make the shot register. It might not sound like much, but that half a second will make all the difference in later levels.



My second problem is this. I hate any sniper game that fills most of the screen with black nothingness. There isn't any option to see the whole screen or zoom in on specific spots, and you aren't able to increase the size of your sight or the accuracy of your gun. All you can really do is swing your sight back and forth across the screen searching for your target, never sure if you've already missed them. It gives the game an unfair advantage, like being forced to bob for apples using only your tongue. And the apples have razors in them.



The earlier levels, ones that don't require lightning fast reflexes and a psychic ability to tell where a target might be, are actually somewhat enjoyable. I quite like the level where you have to shut up some noisy neighbours without killing any of them. While I can understand how annoying a belligerent neighbour can be, I can't help but feel shooting their television with a sniper rifle is the appropriate response. But hey, I just work here.

While the first half of Professional Sniper doesn't blow my mind, it does come across as a decent, efficient sniper game. But that's because the player doesn't have to deal with that tricky 0.4 second delay. Without warning, it pops its ugly head up and smacks us across the face with the chain mail glove of hopeless frustration.



Naturally, it begins with that staple of the sniper game, the moving car level. Finding the driver you're supposed to shoot isn't a problem. Actually nailing the son of a bitch, however, is - a really, really big problem. Trying to keep your sights on the driver as he speeds across the screen, trying for that one good shot (and you will only get one good shot) inevitably leaves you screaming in agony as you repeat the level over and over again, your hand slowly cramping while you grip your mouse. But that's nothing compared to the Chinese water torture that awaits anyone lucky enough to kill the driver.



In this level you've been hired by a film director who wants you to shoot a stuntman while he jumps between two buildings. Apparently the director really needs this to make his movie awesome and doesn't realise that you can recreate this stunt without having to shoot your stuntman in the face. You have to shoot the stuntman while he's jumping; nailing him during takeoff or just as he lands won't count.

Just two small problems:

1. Depending on where you place your sight, you won't see the stuntman take off.
2. The stuntman moves too fast for you to perfectly track him all the way, so you really don't have any choice but to pick a spot and hope for the best.



Sniper games are supposed to be a test of a player's skill and reflexes, but all this level tests is your luck. Keep in mind that you still need to keep your sights on the stuntman for half a second before firing, by which point he could have moved completely out of shot. I really can't tell you how many times I had to repeat this level before I finally managed to beat it once, and I think if I counted I would probably break down and cry. I've dealt with many a difficult level in a sniper game, but this really just takes the piss. For something that looks so simple, it's a huge pain in the ass to complete, and I wouldn't be surprised if most people gave up at this point. Hell I gave up the first time I played. And it's not like there's much incentive to beat it anyway, other than some stubborn desire to win.



All that's left is this final level where you have to kill all of your former clients, just in case any of them rat you out (classy.) This isn't that hard to beat once you've figured out what order to kill each figure, but you need to hit each one with a single shot or you'll fail the level. The slow rate of fire never gets more frustrating than right here, and you'll feel royally ripped off when all you get at the end is some bullshit congratulations on becoming a professional sniper. It's the final spit in the face after having your gonads pummelled for the better part of ten levels. With its combination of uninspired art, overly simplistic gameplay and unresponsive controls, Professional Sniper is decidedly amateurish in design.

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.

Wednesday, July 1, 2009

S.W.A.T. 3



This isn't easy to write. Normally I can take some kind of perverse pleasure from tearing into a bad game, but sadly that isn't the case this week. You see, I'm a huge fan of the first two games in this series. S.W.A.T. is an exciting shoot-'em-up that has you utilising a bunch of different weapons from a semi-automatic to grenades that stun enemies with electric shocks. S.W.A.T. 2 is a more traditional sniper game, but certainly a pleasant one and a good distraction if you're looking to kill some time. But all S.W.A.T. 3 does is show that Spiderman and the X-Men weren't the only franchises with crappy third acts.



The gameplay is a throwback to the original, which is still one of the best Flash shoot-'em-ups I've had a chance to play. Using the mouse, you aim your crosshairs at the terrorists and fill them full of lead, dropping back behind a wall before they shoot you. Though it takes a while to get the hang of it, these controls work pretty well, and when combined with a few keyboard buttons for added actions it quickly becomes quite intuitive.

The problem with S.W.A.T. 3 is that you'll spend a lot less time shooting up bad guys and a lot more time like this:



Cowering behind a wall like a little girl as masked hoodlums fire at you with AK-47 assault rifles. In the first game you could time your attacks by listening to your enemies' fire, jumping out and firing off a few quick rounds whenever they paused. Also, because you could still see half of the enemy base while taking cover, you had a good idea of where the bad guys might be, meaning you could plan ahead and reduce the amount of damage you took.

No such luck in S.W.A.T. 3; not only can you not see much of anything from behind the wall, but the enemies only stop firing for a split second, never enough time to attack while avoiding damage.



Also, I don't know what those gas masks are made of, but it must be titanium since it takes about three shots to take the bad guys down. In the first two games it was often one shot, one kill, but here your weaponry is largely ineffective (as opposed to the enemies' AKs, which will tear you to shreds in short order.) In the opening animation the developers make sure to show the wide variety of weapons you can use - everything from standard pistols to shotguns and M-16s. Finding these weapons, however, is a total lottery. You aren't able to upgrade your side arm and you're at the mercy of whatever power-ups are sprinkled through the levels.



Sometimes the terrorists will throw a grenade at you, and by hovering over it with your mouse you can throw it back, Call of Duty 4 style. I will admit this is a nice addition, but I enjoyed having my own grenades to throw back when I had that option a whole lot more. In S.W.A.T. 3 you can pick up throwable items such as knives and machetes, but you can only hold one at a time and you have to be very accurate with your throw. If that's the case, why not just pop off a few rounds? Same result in the same amount of time.



Death comes often and with little dignity attached. Unless you have the reflexes of a ninja you're not going to get very far in this game. I never even got through the first mission; in the end, all that was left of me was a red splat on the wall.



The last thing that just confuses the hell out of me is this incredibly redundant Game Over screen. First it tells you in no uncertain terms that you are dead (you know, just in case watching your character spill his guts across the ground didn't give you a clue.) Then it asks if you want to go back to the main menu. Better decide quickly, though, because in ten seconds it's going to... take you back to the main menu. So what exactly is the point of asking?

It's such a shame to see an excellent series like S.W.A.T. descend to such a low. A few of the tweaks are nice but they've been replaced by a horrible learning curve and a tiny arsenal of weaponry to use. It becomes less fun and more of a chore as you try to survive long enough to see one more stage. If you want to play any game from this series, play the original S.W.A.T., and avoid this poor sequel.

Before I end this week's review, I'd like to let you know that this is the 100th post in Big Mean Flash Gamer, and the 99th game I've reviewed. Next week I'll be doing something a little special, going back to five games I've previously reviewed and giving them a second chance to entertain me. If you have any particular titles you'd like me to review again, leave me a comment and I'll see what I can do.

Wednesday, April 1, 2009

Dust and Sun



This is an example of false advertising if ever I saw one. I went into Dust and Sun expecting a series of Wild West quickdraw contests testing my reflexes to the limit and causing irreparable damage to my index finger. It shouldn't come as a surprise to anyone that this was precisely what I didn't get.

Oh, it's set in the Wild West, but this is the Wild West of an Arnold Schwarzenegger movie circa 1985 - everyone you see from your first-person perspective is there to die and subtlety is for gays.



There are four missions, each one requiring only that you survive for a certain period of time while simultaneously killing as many people as possible. This is simple enough, but in practice I found this to be harder than expected, because the bad guys all seem to be mutants with the ability to get shot in the head and yet keep firing. There's also no way to hide from the hail of enemy bullets that constantly rain down on you (your character can get hit even when he ducks behind a rock to reload.) It's simple and straightforward, but there's no skill involved here - it's just a constant procession of evildoers that stand around shooting at you and waiting to get their heads (eventually) blown off.



Indeed, even with overwhelming numbers against me, what do I have to worry about? I've got an automatic assault rifle and unlimited ammo - I think I'm gonna be OK.

Indeed, it's only when the gangs reach double figures onscreen that they pose much of a threat, and on the early levels even that's not a big deal. After all, you've only got to survive a couple of minutes at most.



And as if the machine gun wasn't enough, I've got DYNAMITE! Whole waves of enemies are destroyed by the underwhelming flames of my TNT. With this much weaponry, I didn't have much trouble taking on cowboys, bandits... Rastafarians... and pirates?

OK, what's going on here? It's like every meme on the Internet ganged up to kill me. Is the final boss a bucket-wielding walrus?



Actually, in the final level you take on Native Americans (gee, that's broad-minded.) It's a tribe of Injuns with arrows and rifles against me, my bombs and my brand new shotgun. Am I worried?



Not really.

I guess, if you're looking for something to kill some time and maybe get out a little frustration, there are worse ways to do it than blowing up hordes of rampant pirates. But for all the fast-paced shoot-'em-up action that the game purports to deliver, Dust and Sun is very boring. Each level is exactly like the last, just with more enemies and a different background. There isn't much of a challenge, and if you die, you'll be given cheats to help you beat the game anyway. If you do feel the need to blow people away for no discernible reason, try something like Co-op 2112. You can even play that one with a friend! Who said video games were unsocial?