Gravitee Wars [Kongregate Helper's OFFICIAL Review]
Gravitee Wars is based off of your favorite golf game based in space (Gravitee), now in a new war-like theme, where you must use the gravitational pulls of the planets to target and hit your enemies. Here’s a word from the developer:
“Battle for control of the galaxy in this space based artillery game based on the Gravitee series of games. Slingshot your missiles around planets to destroy your enemy and utilize the 10 different weapons and utilities available. As you progress you’ll earn up to 50 different awards, and 21 different rewards. Upgrade your team as you earn money by improving your unit’s health and accuracy or by buying extra units for your team.”
Check out this video to learn more about Gravitee Wars:
If you’ve play the hit series Gravitee, which is a golf-like game based in the unknown depths of space in which you use, primarily, the planets’ gravitational pulls to score holes-in-ones, par, ect, you’ll have no problem adjusting to this game! The physics worked very similar to the fantastic Gravitee series, actually I bet they are run on the same physic engine, which either way is excellent. The difficulty was rather fair – the controls may take awhile to get used to, because not all of us have played a game of golf millions of light-years away from Earth. I thought that the game was pretty self-explanatory, while a tutorial may be needed to cover a few areas, most of us can just glance at the game and instinctively know that they we need to destroy the little blue guys. For new users, I think that the, single, most difficulty part of this game will be the aiming system – yet I played the golf version so I’m trying to look at the game from different angles – I believe that it could become confusing, for me at least, in Gravitee it took awhile to have full control over how to play the game. In addition, the enemy artificial intelligence seemed handicapped to me; it wasn’t that smart and I would have liked for it to be improved. The good news is that the developer has agreed to improve the artificial intelligence on November 10, 2010 (tomorrow). Artificial intelligence, or AI is how smart the enemy can counter your moves, can they easily destroy you, are they making smart, strategic moves? So if you’re one of those people that like the easy game, you better go off and play it while you can, the game will be updated tomorrow with, overall, tougher enemies. In addition, if you ever find yourself stuck on a level, drop by the weapons shop to stock up on powerful weapons for your warriors to utilize. Each weapons has its own, kind of special ability and ammo supply that you must meet or you cannot arm your soldier with the specified weapons.
I liked the fresh idea that Gravitee Wars came up with, I mean, seriously, who doesn’t want to fight in space with rockets and a bunch of other extremely powerful weapons, or better yet, who didn’t think of this idea when they played the golf version? I could hear the gears in your head creaking when you played the golf version! I loved the idea of senselessly killing hundreds of space soldiers for little trinkets, awards, and more weapons (partial sarcasm intended)! In addition to the already quite unique idea there were several factors in-game that I should recognize now. For one, the shop was excellent, the game would be the same without it (well okay, maybe it would load faster!) and it included a ton of nifty upgrades that you’ll be pleased to buy. Upgrades are usually what contributes to one’s liking of game and what also contributes to the game staying fresh. The shop had a wide variety of upgrades, weapons and personal slaves soldiers were readily available for combat and provided several unique battle experiences and allowed you to create your own play style and team to conquer other planets. Another factor that I liked about the game was that you weren’t fighting against one enemy, or just one team, but each battle allowed you to fight several teams and a whole bunch of enemies. The reason that I like this set up is because it then becomes a fight of the smartest and not of the strongest force. Sure you could go in and slaughter everyone, or you can choose a different play style and let your enemies fight and quarrel among themselves while you sit back, relax, maybe have some space cider? The statistics of your previous battles is always nice to glance at once in awhile – I don’t know why more games don’t include statistics – their so fun to look at, your your kills start piling up!
I loved the graphics, especially how they maintained the same style as its previous installments (I guess you kind of do, have to do that to connect the two games and not make theme look dramatically different from one another). I thought that the planets looked terrific, – the artwork isn’t entirely real, but it gets its point across – I loved how there were wavy designs that gave the planets a nifty little, likable pattern. i guess you could also call it shading, but same thing right? I think that the greatest proof of artistic talent was displayed in the weapons. As the image depicts above, a rocket is soring past a blue planet, the chemical (I believe) trail that it produces looks fantastic, as well as all the other weapons; all of the weapons looked superb! In addition, I loved the little characters. At times, they even had idle emotes, which you’ve probably all have seen, where the character randomly does something, while can be as subtle as shifting from one foot to another or as noticeably as blowing a bubble out of gum and then having it explode in the character’s face (which is actually one of the idle emotes in Gravity Wars). The background is arguable on the debate of whether or not it fits with the game. I whole game looks cartoony and simple, but then hear comes an almost realistic star-field. It’s an artistic achievement, but does it really fit with the game? The answer lies on whether or not think become more or less realistic at a closer glance. In real life things appear more realistic in a zoomed up, close and personal look, but as many games depict, the farther away an object is the more realistic the visual becomes. It’s an art style that isn’t thought a lot about, it just fits right in with the game.
I thought that the music was great! It didn’t have the crazy science-fiction music going on and the music displayed in Gravitee Wars was relaxing and provided something different for all the sci-fi craze for space games. Now, how would I describe this game? It would, as i would describe it, industrial, it doesn’t have anything complex going on, but simple, to the point and doesn’t sound like it has complex instruments going on. i would have liked the track to expand a bit, it started to sound repetitive after awhile, I know that the sound piece seems to be split in two parts, that are almost similar – one just doesn’t have that clapping or drumming sound effect. When i say that the sound piece is too repetitive, I mean it! I wish for the artist to expand it a bit, have different rhythms incorporated, get something going and have a longer loop period. I don’t want to listen to the same piece for who-knows-how-long. The easiest fix to this, in my mind is to just have different music for the menu and the game, besides it sounding less repetitive it also makes the game, overall, more musically-appealing as you have one sound track here and another there. In addition, when you have one sound track for the entire games, menus or no menus, you can’t really incorporate any actual “battle music”, nor any actual “menu music” (which is more relaxing of the two). You have to choose something in-between. I honor the developer’s choice for this piece – it works decent for both concepts, but like I said earlier it’s too short. Either expand it, or use two separate sound tracks. Moving on, the sound effects were wondrous, they were spot-on and allowed this gamer to have a small realistic factor to it. The sound effects were mainly (actually, i think all of them) produced from your weapons, whether your killing someone or just hitting some space rubble it’s going to make a sound effect. Now, I don’t know about you, but I thought the sound couldn’t travel through space because there is no air? Since that is true, I don’t know why the game has sound effects, but then again, could you imagine the game without them?
The game definitely became more and more challenging as the levels progressed. To start off with, there were more enemies, there were definitely more weapons that the enemies could choose from and that they could utilize and arm themselves with and, in addition, the enemies appeared a little bit smarter after each round, as if identifying your strategies and then find a way to counter it. While the changes that I listed above seem noticeably and could possibly be abrupt, they weren’t, but instead acted subtle and almost furtive as if not to be noticed by the user. Sure, you notice that suddenly you’re starting off the battles with two soldiers, to four or five soldiers, but if you’re upgrading your soldiers frequently you should never have a problem. I find it best to have quality soldiers, instead of a large quantity of soldiers. If you teach those soldiers to be little killing machines you should have no problem taking out several foes with a could of guys on your side. To be exact, the last battle I participated in was in my two soldiers against five soldiers. Guess who won? And, I’m not saying this just because I won – aw, shoot I gave you the answer,(!) but even more importantly, I’m showing you the fact that one quality soldier is much better than a could of beginners. Like I previously mentioned the AI is going to be updated tomorrow, so we’ll see how that goes and if the difficulty ramp remains consistent with what it is currently presented as.
There was a ton, and I mean a ton of replay value. In total, there was a total of fifty in-game achievements, or what FunkyPear calls “awards”. All of the achievements seemed to be unique, of course there were a couple of achievements that were kind of “copies” of others, where they had the same sort of objectives, but just different variables, such as reach 5,000 and then for the same specific goal you’d have to reach 10,000, let’s say. For the most part they were unique. What I also liked about the achievements is that they wanted you to try out different things, like knock an enemy into a sun (also known as, “star”). In addition, there were a grand total of 25 rewards to be earned (not to be confused with awards) which unlocked idle emotes, of which I earlier discussed, and new weapons. Several of these rewards were obtainable through earning awards and through doing specified stunts in-game. So, the rewards work much like the awards, complete specific objectives and be rewarded. To add to the already mass of achievements and rewards, the Kongregate API was also established. It kept track of stats such as “Gold Medals”, “Money Earned”, “Enemies Killed”, “Longest Shot”, “Total Damage Done” and “Awards Earned”. Then all of that data is automatically submitted to a leader board where you can compete against other members for the top spot! The Statistics were also a source of motivation as you got to see some facts about your previous battles and how you compare to combatants. In addition, I also heard that FunkyPear might, possibly be releasing a multiplayer version if he receives enough support from his fans! So hopefully he does indeed make a multiplayer version!
In conclusion, Gravitee Wars was an awesome action game that you’ll be hooked to! All fans of the previous, hit-games Gravitee and Gravitee 2 will admire this game as it mixes the ideas of Gravitee with a war-like styled gameplay to give this game an unique and fresh idea. In review, the difficulty was okay, I found most of the levels to be too easy, but then again, the developer is promising to update the game with a better AI on November 10, 2010, so we’ll see where that goes! The art was fascinating, while it was simple it still created a wonderful atmosphere for the game and looked beautiful at the same time. In addition, the music was okay, I would have liked to see more, because, honestly, it was repetitive. My tow suggestions were to make the sound track longer and include more factors to it, or just have one sound track for the menu and a second for the battles, which I believe would have cut out some of that repetitiveness that some users experienced. Also, the difficulty ramp was a bit poor. I would have liked the game to become more difficult early on, because as long as you are smartly upgrading, you’ll never have a problem – and remember, quality units are better than a quantity of units. The replay value was tremendous and will definitely keep you coming back! Especially with the 50 in-game awards and the 21 rewards! Overall, Gravitee Wars was an amazing you, you have to play it! [Play Gravitee Wars on Kongregate]
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