Age/Gender: 25, Male
Location: Las Vegas
Job: Tattletale
Do it nice, or do it twice.
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Flash Reviews: 29
Music Reviews: 15
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All Flash Reviews
29 Reviews | 3 w/ Responses
And for such an oldschool looking game, it really is packed with atmosphere. Something I found useful is that sometimes it's beneficial to run into objects to slow yourself down and be more prepared for jumps. I do wish you would make the game non restrictive in zooming because my monitor resolution is so huge, I like to zoom my browser in so I can see the game better.
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Most of the conventions you've got in this game were almost exactly as they were in "The Last Stand" 1 and 2, but I can't dog on your for that too much since most other defense games have the same stuff. The floating gun thing came across as cheesy too, like you were too lazy to program an actual guy walking. In fact, the guns and melee weapons had virtually no difference because of the floating mechanic allowed you to get your gun right up on the zombies' faces which essentially turned them into swords themselves. I felt that really cheated players out of the experience. There was definitely some hard effort and love put into this, but I can tell you're capable of so much more.
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The graphics could use a bit more work by today's standards, but for what you had, I was very impressed. I can tell you might have used some live action footage as a reference for some of the animations. Nothing wrong with that though. It looked that much better because of it. It was clever how his hands turned into clock hands. I definitely want to see more from you. Forsaken Neon was also a great music choice--one of my favorite AP tracks.
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This game is just cool. You came up with a brilliant and balanced first person sword fighting engine and made an epic game around it. I'd say this game STILL belongs in the top 50. I also appreciated the Myst style exploration between battles even though the levels themselves were a bit on the repetitive side. You really went all out with having a variety of items and tons of techniques to take out enemies. I'm really hoping for a sequel to this one day. This is one of those games that's begging for a Wii Ware version.
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"The CI games end with a third strong entry."
This Flash game was the Halo before Halo (while it was submitted to NG in 2002, it came to the internet in late 2001 before Halo's release). It was also a pleasure to help you out with some of the programming. Those aliens are a blast to...uh, blast. My only gripe with this game was that unlike CI1 and 2, this game didn't have as much level variety. In the on-foot levels of CI1 and 2, you're twisting and turning around space ships, enemy bases, nuked wastelands, and wreckages, but in CI3, you're just making a straight trek to a city and then marching through that city with almost the same buildings going by. CI3 also lacked destructible cover which is what CI2 had. The additional weapons are superb. The 2 in 1 minigun/rocket launcher that has one side counterbalance the other while in use is brilliant. I'm surprised Halo or Gears of War hasn't ripped that off yet. It's not your fault, but this game also suffers the texture bugs that CI2 suffers under the Flash 7+ players. Damn you, Macromedia-that-was. I would definitely say the highlight of this game is the cut scenes. The opening as well as cut scene before level 3 were excellently choreographed and felt like a movie. I do think there needed to be a little more chaos going on in the backgrounds on level 1 to bring the player in more (think the first few seconds of level 3 of CI1...CHAOS). Overall, this was a great ending to the CI games and I hope this remains in the minds and hearts of NG users for a very, very long time.
Author's Response:
Thanks buddy! Have I ever told you that your universal soldier game was one of the things that inspired me to make the first CI? About the repetitive scenery in the fps levels; I wanted the monsters to randomly pop up from different angles making the game less predictable and different every play-through. It would look weird if you were in a pre-designed space and an alien pops in through a wall. Scripting could avoid this but I'm just not very good at that. Both solutions have a certain charm, but thinking back now I should have thought of a way to combine them.
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And unfortunately the shortest. The effort McFretN put into CI2 really shows from the multiple routes and the pseudo 3D style so it's understandable why CI2 is shorter than the other games. It was also nice to see what the characters looked like this time around. Unlike in CI3, it made this game feel much more personal (corny to say that about a Flash game but it's true). There's all kinds of nuances to how you can kill the enemies and tons of good level variety. McFretN was also one of the first portal artists to really perfect the Time Crisis styled hide/shoot system and really bring that experience home to the little screen. It's a damn shame the Flash 7+ players jack up some of the textures in this game. McFretN doesn't deserve that. This game stands the test of time and I'd bet it still stands up to almost any Portal entry today.
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Reminds me of the Sands of Time Prince of Persia games with a touch of Marvel vs. Capcom for the special moves animations. I did think the ending of the game was sorta weak. You also could have used more standard combat moves like maybe a weaker attack that the player doesn't lunge as much (because I keep accidentally falling off cliffs).
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"I really wanted to enjoy this, but it's too buggy!"
The intro was sweet with the first person walking. The first few blows exchanged with that giant demon was fun but after I took a few hits, my character was floating in the air and wouldn't come back down. PM me if you get those fixed so I can finish the game. If I like the rest of the game, I'll PM Tom Fulp and have him expunge this review.
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"Great production, but why stickmen?"
LordXavierBritish has the right idea in his review. Just like the author of Joe Zombie, you're REALLY cheating yourself and your audience by making a movie of epic proportions with cool fights scenes, and then copping out with stickmen. You've clearly got the skill to draw full fledged people. Stop holding yourself back.
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Definitely accomplishes what it's supposed to do. Reminds me of the Ocean's 11 movie trailer. I also like the blocky simplistic style.
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