July 7th, 2009
Upgrading as a Way to Stimulate a Play
At the price of $10.00 you can buy an online multiplayer shooter having eight special levels, featuring characters from comic books to play as, everything looks appealing and somehow of a decent value on the image displayed on the case for “The Punisher: No Mercy”. But while playing you discover that the first-person shooter is not too specially deep bearing a mark of ordinary in its definition. Next to this aspect we find the thrill only in the first half an hour of playing, for after that to be left in the hands of a repetitive series of shootings longing for a way to take your guns online.
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The online multiplayer mode of the game is the appealing thing followed by a total disinterest for those who need some practice in order to gain their skills that enable them to perform the challenges cast by the enemies in a competitive gameplay. The story is leveled on four stages revealing Frank Castle, a character who fights against the clones of his arch nemeses. Your opponents are stripped of tactical skills and health in this way player is left with no chance in being prepared for human-controlled foes. The play is separated in cooperative and competitive modes, but given the fact that your the artificial enemies present too much of a mentally retarded side you are left with the wish to fight against ones who can actually lead a fight.
The game offers various modes to choose from, but they are only mild diversifications of the well-known “deathmatch” formula, displaying also a monotony to predominate in the objectives field. The stages present plenty of dangerous situations watching behind the corners without revealing actually the reasons that determine you to guard your back. Each fight ends very fast, enemies being killed way before they have a chance to fight back, an aspect that is not quite that satisfactory for the proud of a gamer.
Maps are present also in the game, making room for a game for eight players, but it proves that cutting in the number in half is more funnier to play with. You have the abilities to gather health packs, to drop (apparently too often) the unreliable automatic weapons and reach for a rocket launcher, moment that is filled with noisy and big blasting where you need to wait and hope for the best to happen. Leveling up your guns through upgrading make you a better and more powerful shooter, but these upgrades slowly vanish as you die. However you can be rewarded with permanent abilities that are to be earned by playing longer, killing hundreds online, unlocking more powerful weapons. Upgrading as a way to stimulate a play is a good idea though the demands are too high, especially that a player has to spend long hours to see what is it in the game for him at the end of the play. But still you don’t know in the end if it was worth playing a character too superficial to keep you connected to the long displayed plot of the game.








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