House of the Dead 4
Apr. 17th, 2006 01:15 amNo, I'm not going to review it. Not least because I couldn't do it the injustice of passing judgement on one credit of play. (I was skint, dammit!) Anyway, there is a shiny new HotD4 machine in the Megabowl at Fountainbridge. In the desolate world of Edinburgh's arcades, which rarely see a new machine and where operators wait patiently for cabinets to die so they can replace them with bandits, this is a welcome sight indeed.
It's the first title out the door running on Sega's Lindbergh hardware I believe, which is not based on the Xbox 360. It looks the part. For once in a game about zombies, the concept of an infestation is actually credible. They don't come in twos or threes, they march forward in dozens. Sega have also seen fit to give the zombies unique attire, someting I was clamoring for in the run-up to the Xbox's HotD3.
The weapons this time are submachineguns, which work satisfyingly, tho of course anyone with any sense will fire them in bursts. Not happy with a new weapon, the designers have added other gameplay elements to the formula. Zombies now grapple with players before taking a bite and must be shaken free of. Unchecked, a crowd will overwhelm your ingame avatar, pushing you to the ground and trampling you into the bargain. It's all welcome stuff. Whether it's enough remains to be seen, as Sega's lightgun games have been going downhill ever since their departure from the NAOMI board, and arguably before that.
I just thought I'd let you know.
It's the first title out the door running on Sega's Lindbergh hardware I believe, which is not based on the Xbox 360. It looks the part. For once in a game about zombies, the concept of an infestation is actually credible. They don't come in twos or threes, they march forward in dozens. Sega have also seen fit to give the zombies unique attire, someting I was clamoring for in the run-up to the Xbox's HotD3.
The weapons this time are submachineguns, which work satisfyingly, tho of course anyone with any sense will fire them in bursts. Not happy with a new weapon, the designers have added other gameplay elements to the formula. Zombies now grapple with players before taking a bite and must be shaken free of. Unchecked, a crowd will overwhelm your ingame avatar, pushing you to the ground and trampling you into the bargain. It's all welcome stuff. Whether it's enough remains to be seen, as Sega's lightgun games have been going downhill ever since their departure from the NAOMI board, and arguably before that.
I just thought I'd let you know.