Try to Survive [Kongregate Helper's OFFICIAL Review]
Share [Play Try to Survive] Game Description: Try to survive, and to stop the alien invasion! Located in the middle of the desert, there’s military base engaged in the research and development of experimental armament. Near the base, a meteorite crashed bringing with it an alien life form. They have propagated and mutated into new species. They began to attack humans, and our soldiers weren’t strong enough to restrain the monster’s onslaught. Our fort is between the base and a civil sector. Safety of people living in the nearby city now fully depends on us. Your task is to survive, and to stop the alien invasion.
I’m usually allergic to the defense genre, usually I’ve seen that idea before, or the game just plainly-said, sucked, but Try to Survive was different. Try to survive was unique, especially in the upgrade and monster department (the main departments of almost any defense genre). This game started off very fast-paced as I soon learned that every second counts when a new wave or onslaught of enemies appear, thirsting for your blood. The overall strategy you had to develop in Try to Survive was different, it was purely focused around what I would call is the “Upgrade or Die” system (pretty self-explanatory), whereas if you don’t upgrade, then you’re done for, you must know and understand the entire upgrade system and how you can benefit from each upgrade. Therefore, it was a rather steep learning curve, you’re bound to die a couple of times before you grasp the concept and all of its ideas. One of the toughest parts of Try to Survive was the small hit-boxes, seriously, I would aim directly at an enemy, but then have to adjust my aim, to kill the little bugger, simply because of the fact that the hit-box was so small, that it felt more luck-based than anything else when it came down to firing perfectly at the enemies. Another unnecessary annoyance was the aiming system itself, not just the whole hit-box area, but your cursor had to be directly above the enemy in order for the hit to register, in other words if you don’t have your cursor over the enemy when you click, the bullet will not hit. Most defense games usually have it to where the bullet continues its path no matter where the cursor is, making it a little more realistic, I would have liked to see that in Try to Survive to make the already bad aiming system, a little bit better. Overall, the difficulty was well executed, but a few flaws could have been fixed and would result in a better, and more exciting game.
Try to Survive in its beginning levels, was based on your instincts and your hand-eye coordination which at first seemed quite luck-based but there is a couple of strategies that you can use early on that eliminate the “luck-based feel” that some newer users might encounter. A good thing to note is to eliminate the big crowds first and since most enemies proceed from an angle place barricades in all four corners of your cannon. Those are just a couple tips of thousands that I could probably give you, but those were the ones that seemed to make the most difference to me early on in the game. One thing that I believe Try to Survive could improve on would be the tutorial, I would have liked it to cover things such as firing and the upgrade menu, but atlas it didn’t and those couple of things stumped me for a moment. For example I though each bullet relied on you clicking once, of course you could do it that way, but it wasn’t until my third or fourth attempt at the first wave, did I realize that you could hold the mouse button down because the cannon acted more like a chain-gun than an actual single-bullet/ammunition piece cannon.
The art was captivating, it was magnificent! One of the best things that I liked about the art, or maybe I should say my favorite part was the realistic effects, such as a bullet missing its target, but smashing into the surrounding grasslands or the chain-gun with the bright yellow glare produced when it fires a bullet, hurling towards and enemy. In addition, the enemies themselves were creative and unique and truly made the game feel more exotic and futuristic. Overall the graphics were amazing and the special effects were a nice touch, making the game feel more realistic.
The background music was a mix of a mysterious and an action-packed, energizing theme that actually create an interesting piece of music, even if the two themes don’t look like the could have or should have been mixed. I thought the music actually went pretty well with the game. An amazing part of the game was the sound effects. I especially liked the firing sound effects produced from the chain-gun, which went along with the background music perfectly, actually all of the sound effects were equally, musically-appealing.
The difficulty ramp seemed a little off, considering you could achieve all of the upgrades for the cannon and practically make yourself invincible by the thirteenth wave (according to several people and myself). Of course that then results in the game becoming too easy and probably too easy, no definitely too easy and made the game almost pointless after the thirteenth wave. I feel that the difficulty should have been stretched to last the entire game instead of only part of the game. Overall, the difficulty had a major flaw and it needs to be fixed ASAP.
There was no evident replay value system, therefore I would have liked to see something in place. The developer did prove that (s)he was very talented in terms of making games, so there is no excuse that (s)he don’t leave some sort of incentive for the average user to continue playing game. As fun as the game was, the developer isn’t going to get extra views (not to mention, resulting in extra ad revenue!) if (s)he doesn’t add some sort of incentive. Maybe such suggestions of in-game achievements or another system could work. On Kongregate there was the Kongregate API, in which users can verse one another in terms of high-scores, but sadly there wasn’t much for the other websites. All in all, there needs to be something in-game and universal that would encourage users to come back, besides the awesome game itself.
In conclusion, Try to Survive was an epic game that put a unique twist on the defense genre with its expansive upgrade options, unique enemies and defensive; this is truly a new type of defense. The difficulty was a bit crazy, but is probably more likely due to its learning curve that requires almost previous knowledge of the game if you hope to survive a beginner, although the game does provide a non-in-depth tutorial that only goes over the most basic parts of the game. The difficulty ramp was terrible, considering under perfect circumstances you could be an indestructible force by the thirteenth wave and not have a worry in the world for waves 14-20. The art was beautiful, and all of the effects, such as the holes in the gravel made from the bullets or the glare of the chain-gun were all amazing and made the game feel especially realistic. The background music was interesting and fit the mood of the game well, while the sound effects worked perfectly with the game and background music. The replay value just wasn’t there and provided no incentive to return, some sort of system such as in-game achievements would have been a big plus for me. Overall, this was an amazing game, be sure to play it! [Play Try to Survive]
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