Rocket Slime is an action-adventure game. Its closest relatives are probably the Zelda series, although it is simpler and sillier than a Zelda. You play a blue slime, out to rescue the rest of your town's slimes from kidnapping by a nefarious mob run by two-tailed platypi.
There are two modes of gameplay. The first consists of bouncing around, bopping enemies, catching them on your head, and depositing them on a train cart bound for town. Once there, they see the errors of their ways and join your cause. You can also scoop up various items and ship them home.
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The items and enemies you collect during your adventures become available for use during the tank battles. Other activities in the game include upgrading the tank, performing alchemy to make valuable items out of lesser ones, and various minigames.
Only a couple of minor things bothered me. The most consistent was the tedious, bog-standard save protocol that afflicts most Japanese games:
"Do you want to save?" (Yes)
"Do you want to overwrite your previous game?" (Yes!)
"OK, I'm saving. Hang on!"
(big pause)
"Do you want to continue playing?"
...all delivered with each letter of dialogue spit out one at a time and no option to skip. All you need is a magic spot on the floor; when you run over it your game is saved. Teach the player how to use it once at the start of the game and you're good to go. The Sly Cooper games have demonstrated that there's no need for the actual saving to interrupt the game at all.
Another minor issue is that the map screen font had me confused for a while about whether I was seeing a 0 or 1 for the number of objectives remaining in an area.
Honestly, though, those are the only things I've got to criticize. It's an extremely well-made game, and I recommend it highly.
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