![]() This also adds more variety since some bosses are still fought only in 2D while some may have similar fighting mechanics, but are in 3D. It is extremely fun to dodge and weave enemy projectiles in 3D space while also navigating the environment. Sadly, this game rarely builds on the new 3D aspect of the gaming medium. I could perhaps excuse this massive error if the game used the 3D environment to do something more than just adding the simple choice of jumping to the platform to your left or to your right. For a game that is primarily about jumping from one platform to another, this is unacceptable. This along with having the camera on an angle or behind the player can make it hard to judge distance and where you are relative to the platform you’re attempting to jump onto. All too often the camera shifts from behind the player’s back to a side view or vice versa, mid-jump. The controls are on par with the rest of the series, but much like other 3D platformers of its time, but the camera is poorly used. Unfortunately, this is where the new ideas in Mega Man X7 stop being any good. With a thick black line around your character and enemies makes it easy to distinguish foreground from background. The fresh coat of 3D paint on Mega Man X7 looks great and aged well. ![]()
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