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Aug 14 2005
Coded Arms Review
PSP Game Review | FPS
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| Summary: Do they actually play these things before they're released?
30
Oh Coded Arms, I gave you so many chances. When I realized that the whole point of the game was "move into room, kill whatever moves, advance", I kept playing. When I realized that the only thing separating the different levels was the textures, I pressed on. When you refused to give me ammo for the only useful weapons in the game, I began to falter. I'll confess that much.
But DAMN, did you guys not even play this boring thing before you released it? I mean, we're talking about the game that I'd anticipated since E3, the game that I'd followed religiously, watched all the gameplay footage, read all the previews, thought about preordering, and I couldn't even play it for longer than 2 days before shipping it back to Gamefly.
Anyway, if there's a bright side to all this, the game at least gave me hope about the future of FPS's on the PSP. I had read a lot of press saying that the PSP wouldn't be able to handle shooters because of the lack of a second directional pad / joystick. Well, let me just say that these fears are unwarranted. Coded Arms controlled just fine and any Halo or 'Splitters fan should be able to get used to it in maybe 10 minutes.
Now if they could only make an FPS that worth a damn on this crazy machine.
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