Sunday, 22 July 2012

Inversion

Remember that spate of sci-fi shooters a few years ago, where each had a novel twist, but that made them seem more alike and generic? I'm thinking Dark Sector, Timeshift, Fracture. Inversion could easily go on that list. Unfortunately, those games seemed a tad generic in 2008, so you can imagine how Inversion suffers. Inversion's twist is gravity can be affected, either with Half Life 2 gravity-gun style throwing objects, or Dead Space style propelling yourself from walls to ceiling. It's the latter that feels fresher and I can't but feel more of these sections could have given the game some much needed character. The worst fault though is it feels a slog. Checkpoints feel misplaced, Boss battles can be tough, and repeated relentlessly. I was glad to get a boss battle over with a character called the Slave Driver- little did I know, you have to fight this battle a further three times throughout the game. Inversion feels like its lacked playtesting; an outside opinion to point out what the game does good and what it's weak at. There could have been a lean six hour game with some epic set pieces, but it's become a 12 hour, flabby slog. Shame. 5.5/10

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