The objective is to make the ball hit the opponent; the last player to hit the ball cannot be hit by it. The game supports one to four players locally or online; capable AI bots can take the place of human opposition. Each character, with varied special attacks, can swing at the ball, bunt to slow it down, or jump. Each time the ball is hit, it moves faster; swinging downward while jumping will rapidly increase the ball speed. The fast pace of the game, especially with four players involved, leads to intense matches of timing, skill, and luck. Lethal League offers a nice alternative to the typical fighting game.
Wednesday, August 27, 2014
Friday, August 22, 2014
The fantastic course designer allows you to create an entire course in seconds, or designate waypoints for each hole while placing obstacles and scenery. Courses can be shared within the game, creating an immense library of user-designed content. The game is best played with a gamepad: there is no support for multi-click swings, and mouse input is bulky and sluggish. Shot adjustments can be made to fade or loft the ball. Driving and iron play is done well, but flop shots and chips offer underwhelming options for the short game. Putting is done purely based on feel and takes practice to master. The strong, flexible course designer highlights a competent golf simulation that needs more refined controls and better shot options when near the green.
Monday, August 18, 2014
This early version of the game allows you to assign work crews and designate tasks (gather resources, construct buildings, run a factory) that will be automatically undertaken by your colonists; a potentially detailed supply chain keeps your new colony afloat. Native fishpeople will attack on occasion; further supernatural forces are to be added before release. Clockwork Empires has a while to go, as it needs to add many promised features (detailed colonist memories, cults, violence, objectives, native factions, multiplayer, combat, monsters, vehicles) before its release next year.
Friday, August 15, 2014
I'm playing Victory at Sea, a naval real-time strategy game by Evil Twin Artworks and Mongoose Publishing.
Featuring three campaigns set around the world during World War II and six historical battles, Victory at Sea also has custom battles where you can choose the ships in your fleet (destroyers, corvettes, submarines, cruisers, battleships, carriers, and torpedo boats). Ships can either be given generic move and attack orders or controlled directly; weapons have specific ranges and orientations that must be accounted for. Aiming is very imprecise and the AI doesn’t adhere to naval tactics and simply rushes towards the opposition. There is location-specific damage, but not until a ship is almost destroyed. The shortcomings with the AI and aiming mechanics make Victory at Sea hard to recommend.