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Ok, so here is what I consider a synopsis of my take on Red Bull X-Fighters. The game is excellent. It's much above par for the iDevice platform. I have found alot of enjoyment from the game already. Graphical Presentation- *It takes something special these days to "stand-out" on the App Store as I've certainly encountered some refined games. RBXF was designed with the actual atmosphere of the competition in mind. For such a tiny screen, I-Play have designed something bigger than the device itself is. I feel as though I'm part of the arena. While not earth-shattering in any one area, the graphics and animations together work like PB&J. Sounds and Music- These guys designed the dirtbike game to beat all, and as thus didn't skimp in the audio dept. Things are as you'd expect from a console, dirtbike game. The in-game music is particularly rockin; written and performed by Bombsquad. Gameplay and Mechanics- Don't think just because there is auto accelleration and pre-defined tracks that the game will be too easy nor boring. There is a trial and error approach that must be taken to each level. There are multiple levels per city. So, then obviously there are a handfull of cities that you'll progress through in pursuit of victory.* On the early levels you acquire new gear, better performing bikes and a bunch of tricks to add to your arsenal. Keeping things fresh are ungodly ammounts of achievements and stats. So, the game stays busy for you always unlocking and achieving and some achievements will have you laughing at your own bad luck. All levels I've cleared so far have had me feeling a good sense of accompolishment and the next.* Overall- I-Play, without a blaring level of hype, have entered a very hype-worthy dirtbike game into a sea of mediocrity. I sense that inevitably comparisons may be drawn to Monster Trucks Nitro by MiniClip and Redlynx. Besides the linear path and viewpoint there is none. *One great stand-out feature I particularly love is performing tricks. This is started at the peak of a jump by touching the screen and holding. This starts a Matrix-esque slo-mo sequence and brings a sillhouette circle of your unlocked tricks up so you can determine w/o much pressure Which one(s) to draw, all the while using either virtual buttons or the accelerometer to control front or back flips. The system works unbelievably well.* Considering the price, content and overall fun factor of the game if I were to suggest a rating, it would be 9/10. What could earn that last point in my books? Why a Cloudcell integration would round it out for me. |
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