Tuesday, September 8, 2015

Cards for Stars: Steel Storm Burning Retribution

Retribution is going to be one of those dirty words I stop wanting to see in titles.

Anyway: this game didn't have cards up until recently, but I can remember ages ago wanting to play it and ending up with it in a bundle. Pre-cards, I apparently played four minutes, but it might have been before I got my first controller for my PC.

Post-cards, well, here I am.

Steel Storm: Burning Retribution is four random words strung together, titled a three quarters from the back shooter. It plays sort of like a twin-stick and sort of like a shmup - I think this sort of game used to be quite common and now is not quite so.

Steel Storm BR has most of the basics down pat: the controls work well, the game looks fine, the weapon loadouts feel good and the weapon sounds work nicely. The little hovertank feels pretty good, a bit less requiring of frustrating finesse compared to the usual twin stick controls while still engaging your hnads in a nice way.

The music isn't very good. The problem lies in the usual, the NES problem: tracks are too short and there's too much downtime where the music becomes the core of the experience.

The game itself drops the floor out from under itself. Combat feels good and relatively slick, but it becomes very obvious very quickly that the camera angle cripples you. As best I can tell, you just can't hit enemies "off the screen", which happens almost instantly once you try to dodge away from incoming fire. The enemy seems to basically not exist off the screen, they don't follow up or pursue you, they just dawdle around. You can seemingly hit them with the MIRV special weapon, but I haven't found the other weapons can reliably snipe them while you're off dodging, so you end up with combat often taking a really long time.

The game also does a lot of things that dilute the enjoyment. For one, as I said, the camera is just so far up that you can't really get into the groove of fighting through multiple enemies - you're constantly pedaling back and forth out of conflict. The game also uses health packs, but there really isn't much threat in the game except for the other big thing I dislike. Enemies are initially placed on the map, but that's not all that dangerous since as I said they don't pursue and don't really come after you. So the game teleports enemies on top of you, en masse, which is about the only time you're really threatened. You never die to attrition, so these weird health packs that heal 25% just feel monotonous. But since you're never really under any threat from placed enemies, I guess regenerating health felt like too much.

Also the game has keycards and unlocking doors and all that jazz, but it doesn't really do much other than set off teleporting enemies and pad out the game's length. The doors and stuff just end up looking really lazy, it's not like you're lowering defenses or using special circumstances to blow through them, they're literally "a forcefield" that sits around "the target". It's boring.

Basically the game's core is good, but the AI is way too lacking and the camera is awful. If you could see more, fight more at a great range with more visuals going off I think the game would have been pretty exciting. You get these great moments now and again, but on the most part it just feels sluggish. The teleporting enemies thing just leads to cheap, irritating deaths that coupled with the plodding out of combat pace make for a really dull experience. I finished the tutorial and a pair of missions and just found it too plodding.

As an odd note, I re-watched superbunnyhop's two parter on Rage and Doom a couple days ago. He talks about the gameplay of Doom as being a top down shump extended out to psuedo-3D - something akin to Maximum Carnage or Smash TV, maybe - but this game really is just that, but not in 3D. Keycards, circle strafing, dodging slow moving projectiles. It could have been great, but instead it's too slow and too plodding.

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