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Platform: PSP Genre: First Person Shooter
Number of Players: 1 - 4
I really have to say that I have some mixed emotions about Coded Arms, though I really was certain that I would enjoy the game. I have actually had quite a good time playing through it, but it’s not necessarily exactly what I had in mind from a first person shooter. That’s not to say that Konami did a bad job though, and there are some rather inventive things that you will find in the game. Anyone who has played any first person shooter knows that maps are the most important thing, and unfortunately there are some of you that have taken your love of the genre too far. I’ve played online games with people that know the maps inside and out, and if it’s a game I’m new to, getting sniped after 30 seconds because some pro knows every little polygon in the game doesn’t make for a fun time. However, Coded Arms offers a very good solution to this, and you will discover that the stages will be randomly generated. This is a perfect cure-all for anyone who thinks that they are going to simply start over when the going gets tough or when they’ve completed the game the first time, making for some very good replay.
Any first person shooter isn’t only about killing everything that comes into your line of fire, it’s about having weapons, and believe it or not, Coded Arms has 30 different weapons to gather. You’ll start with the standard FPS issued pistol and as you progress, you will find a cache of other items to utilize. What I love is that the sniper rifle is available early on, and there’s just something about capping an enemy in the head that makes my blood race. You’ll also find yourself equipped with grenades, machine guns, pistols that fire bolts of electricity, and the classic RPG launcher, but it’s more than just enemies that you can gun down. There are quite a few destructible bits of background just sitting innocently by that can be eliminated. The one thing however is that ammo definitely is a commodity here and there was a few times I found myself completely empty and having to rely on grenades to get by. Coded Arms even features upgrades that can be found that will improve your armor, the damage done by guns, and even health, and finding these really should be a core mission, not simply finding the exit. These would be none other than, what did you expect, plug-in’s, and there are several to be found in the game. The enemy AI isn’t too bad, and they do tend to swarm when they get you in their vision and occasionally even hide behind obstacles, making killing them a little difficult from time to time, but this is one of the complaints that I have. The enemies all too often tend to blend into their surroundings too much, making locating them a pain. The good thing however is that you do have auto-targeting, so once you’ve located onto one, it’s just a matter of not moving too quickly and emptying your clip as quickly as you can.
Coded Arms looks fantastic when you consider that it’s on a handheld system, something that quite a few gamers balk at, but then again, the PSP thus far has really been pushing the limits of what a handheld system can really do. There are lots of great lighting effects, some very good environmental effects such as steam, fire, and opening doors into new areas comes as a real treat as these sections appear in front of you as the computer program generates them, so you’ll have brief flashes of “code” as they appear. The problem however is the much of the games in terms of looks tends to be very repetitive, especially when it comes down backgrounds themselves. There will be a little variation, but for the most part you will find over and over again the same type of corroded technology (think of the internal looks of the ships in the Alien films and you’ll get the idea.) There really isn’t too much variation, and although a stage selection might seems like it’s going to be slightly different simply because of the name, you’ll find that it looks like every other stage you’ve been through.
-mike- |
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