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The game is structured in missions whose objectives are always doing things, instead of finding out how to do them. That is, the player will never wonder what to do, which object he needs or which character he has to transform into to accomplish a mission; The game itself provides that information constantly and clearly. Fun and challenge lie in what happens and how the system reacts when the player does what he is asked to, when he uses the object he needs or when he transforms into the precise character.
The player has total freedom of movements most of the game time it is a little restricted at the beginning for tutorial reasons-. In Scrapland, one can freely wander round all levels/maps, interact with all characters, drive all ships and combine, with no restriction, the main mission with any other thing the player feels like doing. The possible casuistry is huge, thanks to which the game world is perceived as living, realistic and unpredictable.
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In summary, the game seems to fall between two stools - too complex in terms of maps and missions for the kiddies, but way too cute and irritating for adults. I need a cup of tea.
the characters are all colourful robots who you can illegally hack their matrix to become them or steal their identity from the great database(a sort of library)and you gain their abilities.the story line has some rather funny moments,and the gameplay is great if not linear and sometimes repetitive,but still scraplands a worthy buy.
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