![]() You can also buy things in shop rooms with the Y button, and use a power-up with the X button. Switch between your two main weapons by clicking the L button and throw bombs by pressing the R button. You move around with the left analog stick and aim with the right one. There's a meter for your weapon power, your energy, your armor, a handy map, your bombs, your money, and any special pick-ups you acquired. While it's nice figuring things out on its own and not being forced into a tutorial, this game could at least have some instructions in the manual, however the electronic manual is just one page showing what the buttons do and nothing else. So the shootfest begins, pumped up by the hardcore soundtrack that moves relentlessly through the game not caring about the things happening on the screen.Īt the bottom of the screen, you have an interface showing all kinds of information, but the game doesn't make clear what it all means. Anyway, who cares about losing your memory and what's going on as long as you still have your weapons. With many of the marine-like enemies you could assume that you are somewhere underwater, an in fact you are in a submarine infested with paranormal crazyness, but that is never explained to the player. Without any background story it almost feels as if you've lost your memory and once you step into the next room you're thrown into a nightmare full of fire-breathing horned demons, rocket-throwing flying mutant turtles, little hooded mages with red glowing eyes, teleporting sword swinging ninja spirits, ghost sharks that swim through the floor and home in on you, and huge blood-spitting whales. Appearing inside an elevator indicating that you're on floor 1 of 8 you step outside to see you're in a bleak complex with ventilation shafts and cube-sized randomly generated rooms that are connected with each other. After a short loading time you are sent right into the action. David Bowie, Dy-No-Mite!, Gorton, and The Tank are just different in their starting weapons and their speed, damage, fire rate and health stats. Selecting the classic mode, you can choose between 4 characters (that you never see). The button setup is perfect for me personally, but I can see people wanting to configure them which they cannot. ![]() Apart from fixing that, I'd add a brightness slider on top of that as the game is pretty dark. If you switch off the music and then back on it's even louder than before. However, the music and sound option needed a slider as well, as the music is too loud for the sound effects. You can turn the music, sound, screen shake effect, and invert Y option on and off, and move the stick sensitivity slider and field of vision slider around which is pretty neat. The "options" on the other hand are lacking somewhat. Beating those missions unlock new items, weapons, characters, enemies, and modes. There we have just the "classic" mode at first ("hardcore" and "infinite" modes need to be unlocked), and two other options: "unlocks" shows the 45 main goals of the game and which one's you have achieved. Greeted by a title screen showing a picture of creepy looking monsters made of big 3D pixels (voxel style) and a high octane dubstep track, we move right into the main menu by pressing the START button. Paranautical Activity goes straight to the essence, skipping background story and character descriptions for 100% gameplay. ![]() Test your skills, precision, and reflexes in this roguelike FPS for Wii U. Published by Digerati Distribution & Marketing
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