So, first impressions...not good. Not good at all.
Do you remember Karous? No? It was on the Dreamcast (probably the last official DC game ever released), and it could be described as a Radirgy in black and white. Radirgy never left a big impression on me (though its sequels were better) and Karous to me was a soulless ripoff to Radirgy.
Both games had several points in common: your ship/robot was armed with the standard shot, a sword, a frontal shield when not shooting, and a bullet-eating bomb that doubled a multiplier (I must confess that I don't remember the details).
The same concepts are found in Karous The Beast of Re:Eden, plus the possibility to equip your ship/robot with different weapons and items. In Karous, the score is replaced by experience points, and I think that weapons accumulate experience individually, based on killed enemies; experience points are used to unlock new weapons, I guess. IIRC Karous had a similar system, but limited to a single life(credit?).
Instead of the usual series of stages, Karous 3DS is a collection of bite-sized missions with various tasks, like "destroy enemies with your sword", "destroy enemies with your standard weapon", or the highly enticing "equip this weapon and wait until fully charged". Each mission has a time limit, and all missions in a group must be completed before moving onto the next.
Missions do increase in complexity, but so far they have been all below 5 minutes, and this left a very bad aftertaste in my mouth. So far the most complex missions featured two enemy types, each with its own pattern, and everything felt like a secondary mode of almost any other shooter out there.
Your robot/ship has an energy bar, and the bombing is unlimited, but it needs to be recharged between uses. Both these bars are on the lower screen, along a face of your character, experience points, mission description, time left, progression of your task, dialogue from an other character, equipped item, and an eject button to quit the mission. Talk about crowded (sorry).
The game slows down a lot. A normal enemy wave, a larger enemy, and you firing, will make the framerate drop dramatically, and the most intensive effect I see are the triangles falling from hit enemies. Not that the rest screams quality: your ship/robot is white, enemies are dull grey, their projectiles white, and bonuses light grey. It's kinda depressing, really.
Do you remember Karous? No? It was on the Dreamcast (probably the last official DC game ever released), and it could be described as a Radirgy in black and white. Radirgy never left a big impression on me (though its sequels were better) and Karous to me was a soulless ripoff to Radirgy.
Both games had several points in common: your ship/robot was armed with the standard shot, a sword, a frontal shield when not shooting, and a bullet-eating bomb that doubled a multiplier (I must confess that I don't remember the details).
The same concepts are found in Karous The Beast of Re:Eden, plus the possibility to equip your ship/robot with different weapons and items. In Karous, the score is replaced by experience points, and I think that weapons accumulate experience individually, based on killed enemies; experience points are used to unlock new weapons, I guess. IIRC Karous had a similar system, but limited to a single life(credit?).
Instead of the usual series of stages, Karous 3DS is a collection of bite-sized missions with various tasks, like "destroy enemies with your sword", "destroy enemies with your standard weapon", or the highly enticing "equip this weapon and wait until fully charged". Each mission has a time limit, and all missions in a group must be completed before moving onto the next.
Missions do increase in complexity, but so far they have been all below 5 minutes, and this left a very bad aftertaste in my mouth. So far the most complex missions featured two enemy types, each with its own pattern, and everything felt like a secondary mode of almost any other shooter out there.
Your robot/ship has an energy bar, and the bombing is unlimited, but it needs to be recharged between uses. Both these bars are on the lower screen, along a face of your character, experience points, mission description, time left, progression of your task, dialogue from an other character, equipped item, and an eject button to quit the mission. Talk about crowded (sorry).
The game slows down a lot. A normal enemy wave, a larger enemy, and you firing, will make the framerate drop dramatically, and the most intensive effect I see are the triangles falling from hit enemies. Not that the rest screams quality: your ship/robot is white, enemies are dull grey, their projectiles white, and bonuses light grey. It's kinda depressing, really.
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