![]() I spent so much staring at the game’s default loading screen (a belt of machine bun bullets) I could probably close my eyes right now, count each round in my head, and come back with a semi-accurate number. The load times, especially those before larger levels, can be ridiculous. Whatever the case, it was a lot better than staring at a load screen between each firefight.įC:DD is fairly impressive on the visual front, but it doesn’t come without cost. My suspicion is that it makes the running feel a little less like a cutscene between spots of action, when in reality that’s kind of all it is. While the running gives most levels a little more variety I didn’t understand why I was given the option to move my character to the left and right, since movement didn’t change his path or even decide where he hunkered down. That’s not to say the system doesn’t have snags. Once you do locate cover, the ability to switch to a different vantage point (think taking cover on the east end of a broken wall instead of the west) lends things that much more depth. Not knowing how long your mission will last adds a new dimension of strategy to the game: Do you use the healthpack or save it? Chuck that last grenade or wait? It also means that you’ll spend a lot of time running through trenches, fields, and various other WWII settings between your character finding spots in which he can hide. Instead of presenting you with a setting and sending you to a load screen after you kill everything, FC:DD sends your character sprinting to new cover. I hesitate to call it a traditional FPS - mostly because it isn’t one - but there’s a bit more here than in your standard shooting gallery game. I’m also a fan of the creative steps Glu Mobile took in mixing up the gameplay mid-level. That’s not to say I felt like I’d been matched up against a human at any point, but it was cool to see guys I was trying to shoot duck when they needed to reload and run for cover when I chucked a grenade. Compared to a game like Enemy Strike, which simply throws wave after wave of bad guys at you and expects you to tap you way to victory, it’s a big change. Aiming felt natural and fluid with the touchscreen control setup as well, with a minimal amount of lag or stuttering.įC:DD’s enemies are smart enough to be lethal in smaller numbers. The ingame buttons, are placed well enough to work when they’re supposed to and stay out of the way the rest of the time. Whether you want to spray the enemies with machine gun fire, pick them off one by one with a sniper rifle, or just chuck grenades at them until everyone’s dead, you’re covered. ![]() Despite the standard WWII scenery and weaponry, mowing down bad guys was still pretty enjoyable thanks to a wide selection of guns and the relatively easy control scheme governing them. In this game’s case I found the opposite to be true. No setting can save a game if it’s not much fun to play. ![]()
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