Assault Android Cactus on PS4, PS Vita: 8 Ways to Play – jogglerwiki.info
Assault Android Cactus' main campaign has you battling across 25 and you'll see most stages to their end without any major problems. So what do you think about the ending especially the last audio log? Who is speaking, what do they mean and what is going on? why it says. Everything about Assault Android Cactus ticked all the right boxes, from Now that we got the options out of the way, let's tackle the plot. tell you bits of information in relation to the story before they ultimately shut down.
Leveling up :: Assault Android Cactus General Discussions
Assault Android Cactus AAC is a slick twin-stick shooter that knows how much fun it is to wield spectacular firepower. AAC is immediately accessible and thoroughly conquerable for an average player, but with extended play it also reveals a challenging end-game for high score chasers. There's always a LOT happening. In one level the floor might reconfigure itself under your feet, in another a series of conveyor belts conspire to tug you towards mobs of robots.
Enemy composition grows ever more complicated too, steadily introducing new foes — Buster Titans that leap at you, Fetcher Fidos that can tether you to the spot, Reaper Spectres that teleport in en masse and charge up powerful laser attacks — which must be prioritised and dispatched accordingly. Changing the very ground beneath your feet.
Each of the nine playable characters has a unique loadout, encouraging you to play to her strengths. Starch, on the other hand, has a laser beam primary that does more damage the closer you are to an enemy, but requires more precision. She can unleash a barrage of rockets with her secondary fire. Deceptively simple character meshes have been infused with character and detail through some great textures and animation that bring charm and life to the protagonists and their enemies.
The polished levels available in the current version of the game span two decks of the Genki Star, each with a distinctive palette and detailing that gives a sense of progression.
In addition, the game contains a number of in-development levels, giving some insight into the development life cycle of an AAC level as core layout, gameplay and pacing are tuned before the final cosmetic touches are added.
The game's HUD is dominated by a score tally toward the bottom, a combo counter to the left and a large battery countdown in the top centre of the screen, constantly reminding players of the "ticking clock" that Assault Android Cactus offers in place of a lives system.
With "deaths" or knockdowns costing time rather than imposing a hard end-of-game condition, AAC feels more forgiving than many other "bullet hell" games, whilst a time remaining score bonus still offers a challenging target for skilled players.
In the top left of the screen, a compact health and weapon status indicator is unobtrusive and often feels lost amid the the game's intense action, leaving audio cues the primary means of reading this information. This renders above enemies, but still becomes difficult to read during crowded moments.
Assault Android Cactus' sound design feels flawless, with good mixing keeping effects and music identifiable at all times. Character specific voice cues signal weapon status, battery drops, collected powerups and combo milestones, standing out within the game's soundscape and giving more present indicators than the game's HUD.
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Similarly, enemy firing sounds, damage sounds, each character's weapon effects, are distinctive and audible against the chaos. Each deck also features its own music track, complimenting the atmosphere created by the visual aesthetics.
AAC's music tracks have variants which increase in complexity at climactic points in a level when the player has a combo count above a particular threshold, defining a clear peaks of tension and excitement in each level's pacing. Where Assault Android Cactus shines even in its current unfinished state is in the execution of mechanics, where the same attention to detail and stylistic choices already covered have been brought to bear on creating a robust and satisfying experience that is as enjoyable the fiftieth time as it was the first.
Trip Beat sense of feeling you can do a bit better, get a bit further each time.
Twin-stick shooter Assault Android Cactus is looking sharp
Assault Android Cactus' levels are not as stretched out, mind, but they look to be similarly sadistic. The game itself has shoot-em-up staples: Its Bubblegum Crisis-esque heroines sport loadouts featuring primary and temporary-burst secondaries weapons, and there are temporary power-ups like satellite orbs and speed boosts to collect.
Of course, there are plenty of bastard bosses too, including one I've failed to overcome in ten or so attempts. As for multiplayer, it's a local-only, up-to-four-way affair, and it's frantic. Mishra described it as more like a "party game" compared to the tighter, harder single-player - the difficulty definitely felt reduced to me. The party game atmosphere comes from neglecting to go with sturdier enemies, the multiplayer instead upping their number to OMG-where-has-the-screen-gone levels.
It's certainly chaotic, perhaps a little too chaotic, but that might be the nature of the beast. A more unique and particularly cool aspect was the dynamism of certain levels.
There was strong enough variability across the Early Access build's enclosed, arena-like levels, but the coolest ones were those that actually transmogrified throughout the play.