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Drifting lands rciew7/12/2023 You’ll probably make the mistake of not storing it in your hold once, but it’s a nice idea to have the item based quests where things you’ve gathered mean more than just being stuff to equip. With the side missions, there are occasionally some that require you to use loot gathered and drop it off. Much like the guns there’s a large variety of moves, which does help in making the combat a little more varied. Skills are also available for your pilot and can be swapped in and out in the hub. Loot generally affects your ships and what type of weapons they have, how much damage you can take, and movement speed. You can use credits to buy more slots, but a couple of slots is generally enough, as you’ll either sell loot or turn them into blueprints of slightly weaker versions of the weapon. Once a mission is over, each item can then be deposited into your limited inventory space. This is a shame because I liked the concept of making ships using loot obtained from the missions. ![]() Drifting Lands sadly uses everything a bit too much. With more levels than is absolutely necessary, the challenge is how to design each level to feel unique in order to prevent reusing content. Sidescrolling shooters are intrinsically designed, but they purposefully have few levels in order to encourage replay value. The fact of the matter is the sheer amount of levels is what ruins Drifting Lands. To me, this is a very unusual oversight as it would have led to much more diverse level design. Gradius for example tends to begin levels with a few waves of enemies, but then changes things up with… oh you know… land? It’s somewhat ironic that a game called Drifting Lands would be devoid of any land-based obstacles. I'd go so far to say that is is a VERY good mobile game - but quite underwhelming for PC.Sidescrolling shooters tend to have a little more to the level design than just the waves of ships. it is very hard to compete or find a place. Compared to the countless other side scrolling shoot em ups however. I can give it a 5/10 for being about average. All in all - at THIS moment - the game is a disappointment, not because it is particularly bad - but because there is a lot of potential that is not used. No weapon with a unique effect (as in graphics, damage or way it fires) - i found uniques - but they are usually normal items with 1 characteristic that you cannot find on rares - and they usually break when you retreat. but in several hours of gameplay - i have found no items that was really outstanding. I only managed to get to Grade 3 though ( out of 12 mind ) - so you HAVE to keep in mind that i only just scratched whats beneath. i do not think there is anything like that. To compare - in Diablo (which the game was advertised to be compared to) - there is a chance to get items that singlehandedly elevate a mediocre character to a very powerful one. Items seem to be tailored to the players level - that means once you get mostly appropriate items - 99.999999% of any further drops become useless. There is no urge to grind for "the perfect loadout", No will to "play just another level for the chance to get a really outstanding item". neutral: - the story is forgettable and the storytelling feels like an afterthought other thoughts: This game fails hard where it wanted to shine - i think. I would have wished for the option to either be allowed to switch to an alternative weapon during the levels or mix and match mechanics of two weapon types. In the end i only use either lasers or Railguns. Out of about a dozen different weapontypes, i find only 3 remotely useful. The negative points which they enumerate keep me from buying - so i like to hear/read, what you have to response. But if you could answer on the reviews, the people would see, that youre interested in the meaning of the people and other like me could know what you think on the negative and positive points. ![]() the weapons in particular are a HUGE disappointment. Hi I like the idea of the game,but the reviews keep me from buying the game. It almost all comes down to 3 simple stats and a few percentage bonuses. Huge The good: - simplistic but nice visuals all through the game - clearly recognizable enemy types - a very good UI that allows no confusion - a good "skill" system the bad: - flawed randomly generated loot that turns out to be vendor trash 99% of the time, regardless of "rarity level" - some skills are CLEARLY better than others or even almost mandatory (like auto-retreat) - Huge amount of customization at first turns out to be mostly for show. ![]() some skills are CLEARLY better than others or even almost mandatory (like auto-retreat) flawed randomly generated loot that turns out to be vendor trash 99% of the time, regardless of "rarity level" a very good UI that allows no confusion The good: - simplistic but nice visuals all through the game
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