Review: Strike Suit Zero: Director's Cut - A Cool Premise Hobbled By Poor Execution

Zero to hero?

Originally kickstarted into life on PC back in 2013, Born Ready’s Strike Suit Zero was released to somewhat mixed reviews which most commonly cited problems with terrible checkpointing during missions, dumb squad AI and the late stage at which you get your hands on the eponymous suit itself. A Director’s Cut addressing these issues as well as enhancing graphics, reworking voice-acting and adding the ‘Heroes of the Fleet’ DLC was released on consoles and PC in 2014, and it’s this souped-up version which sees its way onto Switch this month.

Players assume the role a disgraced fighter pilot thrown into an ‘epic battle’ between Earth and Colonial forces (this may remind you of a famous Japanese anime series). A mysterious alien signal has granted humans the ability to travel beyond the confines earth, colonising planets as they go in search of the source of the origin of the power they’ve been granted. Fractures soon appear in the relationship between Earth and her colonies when they begin to demand independence and, absolutely inevitably, all-out war ensues. It’s run-of-the-mill space opera stuff which never threatens to develop into anything even remotely interesting, serving only to frame some very average space action which ultimately falls apart under the weight of a multitude of problems stemming from the implementation of the titular Strike Suit itself.

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