Mission: Demolition reviews

Translated by
Microsoft from Spain
A fun arcade based on the heroes of the 80 hard supermen... Swingeing that they end the crime by leaving explosions and destruction in their wake. It'S a 2D side scroll arcade with big weapons platforms and final enemies with very interesting mechanics to destroy... But even if you have discovered the mechanism... You're going to need a lot of skill to carry it out and finish the boss. A Fun Arcade Inspired in those heroes of the 80ties... Superman.. Supertoughman... Which ended the crime leaving explosions and destruction on their way. It is a 2D lateral scroll arcade with plataforms, big guns and final stage bosses with pretty nice playable mechanics.... But beware... Even you had spotted the way it goes to beat the boss you will need tons of skill to beat the boss.
Translated by
Microsoft from Italian
I recommend it right because it is developed and worked well, but has the huge plague of the "frustration game" that has now broken the boxes. Of the trilogy, is undoubtedly the most unfair to player. To all those who are counting to compare it to BROFORCE: it is not BROFORCE! The approach in mechanics is totally different. I Love the pixel art simple but correct (even if it is not pixel perfect), the physics of characters and objects is perfect and the weapons give good sensory feedback, nonostate These are a constant from presets in all three titles. The game is incorrect, it does not inform the player of the dangerousness of certain details in the level, to the point that one is afraid that everything that moves in the game can kill you. It is Not thus able to distinguish the mobile objects lethal from non-lethal ones, since they are part of similar categories of components of the level. This will be the scourge for all those who try to proceed very cautiously, because they will understand that their every effort is in vain. Such Problems do not occur in the other two chapters of the trilogy because, in those games, puzzles and scenarios were much more visually scanned and less confusing in the number of dynamic elements. If from a certain point of view can be appreciated by masochists looking for free frustration unjustified, on the other is extremely unfair to the player who finds himself losing multiple times for things he did not imagine could To kill him or who, while recognizing and proceeding with caution, were too confused with other moving objects on the screen so that they could not literally see them. If They were better distributed not so much the check points (non-existent despite some scenarios would have needed), as the helmets that protect from shocks, the frustration from impropriety would be at least compensated.
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