I managed to squeeze in about 3 hours with the game today, did about 6 missions. The mansion levels are definetly better than the zero level but its still a bit off for a light gun game. Wiimote is no subsitute for a light gun, moving a cursor is not as fun as aiming and shooting. The aiming feels a bit off, there are times where enemies will jump at your screen and you are sure you hit them but it does nothing. As noted in nearly every review the critical shot feels off. To be honest I have played more exciting light gun games, the virtua cop games are more fun than this, they just have no where near the depth.dvader654
I disagree on these points. As a traditional arcade light gun game, yes, this is off a little to some degree.But this isn't an arcade Light Gun game...it's a light gun game built for the Wii, and in that regard most of the gameplay controls/mechanics are spot on for me. You're still aiming and shooting, the cursor is just there to help you find those critical points that add so much more when you hit them just right. For me, the critical hits are amazing, as it gets imbedded in your brain where those spots are, and after a little practice/experimentation, you can begin nailing those weakpoints repeatedly, and relatively easily. By the first Mansion mission, I pulled off about...47 critical shots, at least, if not more.
Also, I think this, as a light gun game, has /more/ depth than most arcade shooters, because there's more strategy involved in your gunplay here than in a typical light gun game. Most lightgun games have alternative weapons that are just good to use because they are stronger than your handgun, but in RE:UC, many enemies respond differently to different weapons, and you'll want to be careful about your ammo use so you can have a specific gun for a specific encounter.
Like, let's talk about these things regarding enemies jumping at you and hitting you, even after you attack them. Knowing that the game is made for the Wii, the devs ramped the difficulty of things so that you really have to make an impact on an enemy to stop an attack, which involves causing enough damage to knocking them off track, which is where either full critical shots come into play, or alternative weapons, or alternative strategies.
For me, the only major complaints I have so far about the game are the storytelling aspects being kinda lame outside of full cutscenes, and the framerate chugs a bit at times. Otherwise, I'm loving this game now, and I really can't play SMG anymore until I'm done with this game.
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