Warning Foregone is a neat shooter game, inspired by the game Warning Forever by Hikoza T Ohkubo. Warning Foregone is a similar game, but includes in-game achievements, in-game (free) upgrades and a nice Mochi Scoreboard. In Warning Foregone your goal is to destroy each boss on each stage. Every stage pits you against another boss and upon defeating that solo boss you’ll then advance onto another boss and so-on. As the stages continue to progress the boss will get more and more difficulty. Luckily, along the way you’ll be able to deck your ship out with powerful new upgrades that are acquired when you get further and further into the game. At the final stage you’ll fight the dreaded Black Heart!

Warning Foregone

This game eventually become ridiculously hard as the bosses become more and more daunting and overall, destructive. The highest score I have gotten thus far has been in the 600,000, which is achieved somewhere around the 8-10 stage, but more preciously, where you first face the Golden Heart since that’s just about where I died due to the massive bombs that the Golden Heart can drop upon the stage. I’d have to say that the first several bosses can easily be defeated without much diminish to your health bar, but the follow stages can practically be regarded as impossible to be completed without being hit one or two times. My big tip to do as much damage as you can, as quick as you can. Pick all of the upgrades that will not only keep you at a reasonable distance, but will also do a considerable amount of damage. I see where the developer is coming from with this game – the extremely difficulty retro style, but some of the level become a bit too difficult, more than I’d suggest and I’m not only saying that because I can’t pass them, but becuase the large percent of users aren’t even going to get past the first couple of levels. I’d suggest toning down the difficulty of the game because as much as I love a challenge, when it is practically impossible to get past some of the later levels, then there’s a problem.

As much as the gameplay difficulty wasn’t necessarily my forte, I loved the overall idea of the game and the gameplay itself, including ideas, which were fantastic. I guess we have to credit the original idea to Hikoza T Ohkubo, but Warning Foregone, in the end, really improved the game in my opinion. I loved the mass of achievements which were fun to get and the high-score definitely kept me playing and pushing myself to my maximum potential. The only complaint that I have is the aiming. Aiming was literally a pain in this game. Not to mention that about 50% of my shots missed on average. I would have loved for the aiming system to be substituted with another. In this game there were two different aiming options, you could either go with manual or auto, both were ridiculous and featured you character running around in circles constantly adjusting your aim for every time you moved a pixel. The dodging is what made the aiming system what it is. You couldn’t keep up with having to consistently be moving and to consistently be readjusting your aim, not to mention that the boss was always on the move as well.

Warning Foregone

I loved the art. It had a beautiful pixel look to it that made the game look as though it belonged in an arcade. I really can’t tell you how wondrous the pixel art was. My favorite artistic pieces of this game were the bosses. The combination of combat and massive ships made this game a truly remarkable sight. The details on the ships were slight, but they has the old retro look to them and I didn’t mind that at all. The action of the game was completely based in the illusion of bullets. I say that because you look around the game screen and there truly seems to hundreds of bullets flying towards you, while in reality there’s only one or two bullets that you must dodge per every couple of seconds. I just love seeing the bullets everywhere and it reminds me of my first encounter with the Frantic series (although, when I first played Frantic only the first one had come out) although these bullets weren’t as colorful and didn’t make awesome patterns. The tiled background reminded me strongly of the game Pixelvader in which the entire game looked to be done in green neon and is similar to the Frantic series.

The music was wonderful and it seemed kind of techno-ish to me with a some other forms mixed in. It was both action-pack and suspenseful as it perfectly complimented the very game that it is displayed in. It was fast beat and matched the speeding bullets that whizzed past your ship. The sound effects were blocky (if that makes any sense) and truly sounded as if part of an arcade game. Sound effects were both included in the menu and the firing of the bullets.

There was a very noticeably difficulty ramp in Warning Foregone as the bosses were constantly increasing in fire-power and size. This not only made you dodge a lot more, due to the number of bullets (this is also partially due to the size as each part of ship fires bullets) but also made you weary of the placement of the enemy ships and made you pick certain paths to avoid contact with the enemies. Also, as the game went on you’d encounter more dangerous bosses, such as the “heart” bosses which often had unique abilities.

There was a large replay value factor. To start off with, there were the in-game achievements. To be exact, there were a total of 32 individual achievements. Most of which took some skill to earn! Also, the Mochi Scoreboard/Leaderboard was implemented in the game so that you can compete with people around the across the globe for the highest score! To continue with, for the Kongregate edition of the game, the Kongregate API was also established and this allowed for tracking of the highest stage that you’ve gotten to and the highest score that you’ve achieved. Another factor that kept me playing were the upgrades. I love to see what weapons I’ll unlock next!

All in all, Warning Foregone was simply a fantastic game! If you loved the popular game Warning Forever then you’ll definitely be sucked into the world of Warning Foregone as many of the principles of the game are the same. The difficulty seemed a bit overboard to me after a while, but with experience comes better scores I guess and I eventually got the hang of the game. Warning Foregone actually included some unique features that weren’t included in Warning Forever such as in-game achievements and upgrades. The aiming wasn’t the strongest point of this game as the guns could only fire in 8 different directions and the combination of dodging and firing/readjusting made the aiming kind of irritating. The art was beautiful and it created a nice retro/arcade feel to the game. The music was action-packed and went very well with the game as it was very combat/action oriented. The difficulty ramp was perfect and as the game progressed the bosses got strong and stronger. Replay vlaue was rather strong as their were achievements and two forms of high-scores, both the Kongregate API and the Mochi Leaderboard were established. Overall, Warning Foregone was superb, be sure to play it the instant you have chance! Or play right now:

Play Warning Foregone on Kongregate!