If repeating this same technique over and over again does not sound bad enough, then the fact that enemies don’t even react to getting shot, and take almost a whole clip before going down will annoy even more. You then make your cover, take down those closer enemies, and try and work your way up to the sniper by rising and lowering terrain. For example, you’ll almost always face a bunch of enemies at close quarters and a sniper that sits further away and constantly takes pot shots at you. There are many reasons for this, with the drab environments high up on the list of complaints, as almost all battles in the game work around the same premise. In fact, it kills the fun factor stone dead!Įven though the premise of making your own cover, jumping out from behind it, and taking down an enemy sounds like fun, it turns out not to be. However, as you go on you’ll be hit by a huge amount of limitations which end up being dramatically detrimental the the enjoyment of the game. Initially this deformation based gameplay looks kind of cool, and most people should get a bit of a buzz at seeing the ground oscillate at their command at first. Hypothetically, this will give you the freedom to tackle battles just the way you want, allowing you to make your own cover and get uber-creative with your gunplay. This is supposed to give you the option to alter any part of the environment at your whim. There is however that terrain deformation gimmick, which is the big selling point. ![]() In fact, almost every idea in the game is rather stale, and everything else is more or less a pale imitation of what was seen in its peers. However, the more I think about it, the more I realise there is no way I can truly describe Fracture as any kind of landmark achievement in the genre. ![]() It’s groundbreaking! Ever since I sat down to write this review I’ve being wondering how I could possible shoehorn that pun in.
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