(RKRP) Tagled Up In Lose Ends. Tangled By Senbaki
The jem of Senbaki, or his bane of existance? Take ray and control stick in hand, and play Tangled, by Senbaki.
Introduction
Some things just leap out at you. May it be a movie from its poster, or a game from its thumbnail. Tangled has the traits of these flashy eye-pleasing thumbnails. I've heard great things about Tangled. But as I get a chance to play it myself, are these comments really say what they mean? Or is this game the worst of Senbaki's library. Join me, Spinachie, Head-Reviewer at Right to Know, Right to Play Reviews, as I review Tangled, by Senbaki.
The Review
This game's single level was very simple in design, but it wwas no where near easy in gameplay. With enemies at every turn, Tangled's difficulty lived up to its name as it tied my brain in knots. However, even with its extreme difficulty level, this title isn't quite to difficult, such as SupeR (which i have reviewed), because it is not impossible to make it past the first area. In fact, it perfects bringing fun and challenge together.
Yet, you can't help but noitice that none of this game's mind bending characteristics come from its puzzles. As a matter of fact, it has no puzzles. This is extremely disapoiting, as this game would be so many times more enjoyable with even one decent puzzle.
Yet there is more technical ways this game has redesigned Sploder shooters. Enemies are bountiful and at the same time not much of a pestulance. This may be because of Senbaki's shown skill of judging between too little and two much, as well as the gift of putting them were players feel they belong. That makes this game a lot more enjoyable, and for those who are picky of the placement features in a game, this is the game for you.
Enemies are placed to the best they can, but items are a different story. For instance there is no items when you needed them, and were constantly annoying you when they weren't required. People may not know, but these little things affect the replayability of games severely. I felt like giving up after my first failure. Even more annoying was the fact that only a few items needed to be moved in order for the item placement to be decent.
This game, even being a shooter, is lacking that creative spark that would bring it to life. While shooters are hard to bring creativity into, even a little more effort would have been easy to apply. However, where creativity does come in, it is often very unique, introducing art, gameplay, and placement concepts I had never thought of. the theme was also matched to the mood and gameplay. Most amazing of all of these features is that each of these blends together into a massive work of gaming art.
This game was very easy for games of its fasion, leaving you with that empty feeling when you are done. But, the difficulty is suited to the game's target audience, the younger members. Variably, this scores it extra marks in this category, as well as smoothing out the rough edges. Combined with good concept and a well-thought out challenge, this combo of great advantages scores this game plenty of extra points.
Scoring
Challenge: 19/20 points
Puzzle: 0/20 points
Enemy Placement: 20/20 points
Item Placement: 9/20 points
Creativity: 15/20 points
Extra Points: 10/20 bonuses
~Overall~: 73%