If you opt for the touch control scheme Exit will take care of most of the heavy lifting: auto-shooting and pausing the game with a sort of bullet time effect when you dodge (complete with a little aiming reticle). It’s very arcadey, good for a breezy half-hour-or-less run, and lacking some of the depth inherent in Gungeon‘s debut by design. The “blessed” mechanic in which you’re granted a new gun periodically is permanent, preventing the need to swap weapons. Both jumping and falling down platforms is considered “dodging,” on top of the existing horizontal roll. It’s endearing until it isn’t, which in this case is a little more often than its predecessor due to some repeating enemy models. If you’re not familiar with it, this is an irreverent world full of snappy, sarcastic NPCs, enemies shaped like bullets, and tons of cute things that want to eat your face off. While Enter proper could have been very much playable on mobile thanks to the new controller update, Exit is more like a bite-sized version with the same aesthetic, and part of the same charm. What was once a roguelike is now a Super Crate Box…like. MSRP: Part of Apple Arcade ($4.99 a month), $9.99 (Switch, PC) Uniquely, Exit is actually part of the initial launch offering for Apple’s new Arcade subscription model, but it probably could have stood up on its own. I mean it pretty much cemented itself as one once the arcade cabinet was unveiled at E3 this year, but now it’s officially official with a cleverly named mobile follow-up: Exit the Gungeon. It’s hard to believe, but the relatively recent Enter the Gungeon is now officially a franchise.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |