The game’s arsenal ranges from period weapons like revolvers and Tommy Guns, to the wacky pseudoscience that you’d expect from a game about Tesla. There’s only nine guns in the game, which is a fairly significant reduction from Crimsonland. The weapon types are also fairly limited, with four of those guns being some form of shotgun, and three of them being assault rifle-style automatics. The only two that can’t be described as a shotgun or automatic rifle are the revolver and ball lightning gun, and sadly those are very underwhelming compared to the rest of the choices available to you. Luckily, your weapons are supplemented with Abilities. These are effectively sub weapons with limited charges, and they are much more varied than the standard weapons. Some examples include stationary Tesla Coil turrets, ethereal disks that ricochet off terrain, a pulse of eldritch fire, and a scattershot of lightning bolts. There’s about a dozen of them in all, and they periodically spawn around the map just like any other power-up. They typically have six charges by default, but there are ways to increase that number. Supplies are another type of power-up you’ll encounter, and they are just consumables that do something once picked up. The most common of them are health packs, shields that give you invulnerability for a few seconds, and experience doublers. Arguably the most useful of them is the nuke, which does exactly what you imagine it does. The final type of power-up are the Perks. These function exactly like the perks in Crimsonland, and many of them are even tweaked versions of perks from that game.
0 Comments
Leave a Reply. |