So between the first part and this part I sandwiched a 900-mile move to a different state. Hopefully you can forgive the delay. As with the first part, there be spoilers here so ye be forewarned.
Day 3: Foam gun is sweet. When you shoot it into doors or vents I like the fact they took the time to create a nice animation with it destroying the two. It took me a few hours to realize you could shoot foam against a wall and create a temporary ledge. I think I was too focused on shooting foam into doors and vents. I have failed.
The mega run is somewhat useful but feels largely uninteresting. Running across electric water, or over people, is amusing but so far the other power ups are much more useful. There’s so much stuff in most rooms that it either can’t work or it’s not worth the effort.
I wish you could make notes on the map or something. Running back to a ‘?’ room only to find it requires a weapon I don’t have is frustrating. Not being able to make notes kind of forces you to wait until you have all the weapons.
Day 4: 100% items and 100% map. This is how I roll. Granted, the double 100% is hardly as difficult as completely uncovering the Symphony of the Night map, but I’m still beaming with some pride. Speaking of which, Castlevania frequently had warp points to get to the other sections of the map. Not the case here. The lack of warp feels like a mechanism to extend total game time.
Rockets! There’s not much else to say—we all know how good rockets are. Will a panel that requires a gun open with a rocket? I should’ve tested that. Actually, shouldn’t everything open with a rocket? If shooting it with a pistol, or running through it, or hitting it with foam somehow works, it seems reasonable a rocket point blank would work kind of like an exploding skeleton key.
Triple jump makes mega run more fun. In fact, mega run is largely boring until you need to get some of the final items. Figuring out how to build up enough speed in tight spaces or how to time jumps to hit elevated blue boxes is a fun challenge that seems largely ignored by the core gameplay.
Wheee! Yay for hook shot! Even if it reduces some of the usefulness of the foam. But stealing shields from the rocket guys is really funny. I wish they held clay pots. I also wish you could swing through a room with it like Tarzan.
Wow, the helmet makes this game way too easy. The final fight, on normal mode anyway, is already pretty easy since you get unlimited ammo and health. Being able to stand there and take no damage is just overpowered.
Holy god those faces look terrible close up. The main character looks like Matthew Perry after a weeklong lard binge. These voice actors couldn’t have phoned in their performances any more. I really hope they aren’t professionals.
I was right! She’s NSA! I knew it! This plot is as thin as saran wrap. Amy is disappointed that the main bad guy wasn’t his father. He’s just some random guy. That stinks. Moreover, what’s with the “get ready for the sequel” ending? Can’t the complex just evaporate or become an inverted complex or something? Is the final bad guy Dracula in a mask with no eye holes? Or Cobra Commander?
